mirror of
https://gitlab.com/OpenMW/openmw.git
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e2c44d13f3
To make the order of elements deterministic. Using memory address based objects as map key makes order of elements there nondeterministic. Later it can be replaced with vector when there are no indirect munipulations with container inside iteration loops. Change map key to const MWWorld::LiveCellRefBase* to avoid erasing and inserting elements on MWWorld::Ptr update.
1905 lines
75 KiB
C++
1905 lines
75 KiB
C++
#include "mechanicsmanagerimp.hpp"
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#include <osg/Stats>
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#include <components/misc/rng.hpp>
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#include <components/esm3/esmwriter.hpp>
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#include <components/esm3/stolenitems.hpp>
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#include <components/detournavigator/navigator.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/statemanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "aicombat.hpp"
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#include "aipursue.hpp"
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#include "spellutil.hpp"
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#include "autocalcspell.hpp"
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#include "npcstats.hpp"
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#include "actorutil.hpp"
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#include "combat.hpp"
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#include "actor.hpp"
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namespace
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{
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float getFightDispositionBias(float disposition)
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{
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static const float fFightDispMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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"fFightDispMult")->mValue.getFloat();
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return ((50.f - disposition) * fFightDispMult);
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}
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void getPersuasionRatings(const MWMechanics::NpcStats& stats, float& rating1, float& rating2, float& rating3, bool player)
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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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float persTerm = stats.getAttribute(ESM::Attribute::Personality).getModified() / gmst.find("fPersonalityMod")->mValue.getFloat();
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float luckTerm = stats.getAttribute(ESM::Attribute::Luck).getModified() / gmst.find("fLuckMod")->mValue.getFloat();
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float repTerm = stats.getReputation() * gmst.find("fReputationMod")->mValue.getFloat();
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float fatigueTerm = stats.getFatigueTerm();
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float levelTerm = stats.getLevel() * gmst.find("fLevelMod")->mValue.getFloat();
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rating1 = (repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
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if (player)
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{
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rating2 = rating1 + levelTerm;
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rating3 = (stats.getSkill(ESM::Skill::Mercantile).getModified() + luckTerm + persTerm) * fatigueTerm;
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}
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else
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{
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rating2 = (levelTerm + repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
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rating3 = (stats.getSkill(ESM::Skill::Mercantile).getModified() + repTerm + luckTerm + persTerm) * fatigueTerm;
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}
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}
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bool isOwned(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim)
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{
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const MWWorld::CellRef& cellref = target.getCellRef();
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const std::string& owner = cellref.getOwner();
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bool isOwned = !owner.empty() && owner != "player";
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const std::string& faction = cellref.getFaction();
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bool isFactionOwned = false;
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if (!faction.empty() && ptr.getClass().isNpc())
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{
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const std::map<std::string, int>& factions = ptr.getClass().getNpcStats(ptr).getFactionRanks();
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auto found = factions.find(Misc::StringUtils::lowerCase(faction));
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if (found == factions.end() || found->second < cellref.getFactionRank())
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isFactionOwned = true;
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}
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const std::string& globalVariable = cellref.getGlobalVariable();
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if (!globalVariable.empty() && MWBase::Environment::get().getWorld()->getGlobalInt(globalVariable))
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{
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isOwned = false;
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isFactionOwned = false;
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}
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if (!cellref.getOwner().empty())
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victim = MWBase::Environment::get().getWorld()->searchPtr(cellref.getOwner(), true, false);
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return isOwned || isFactionOwned;
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}
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}
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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 = getPlayer();
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MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats (ptr);
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MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats (ptr);
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npcStats.recalculateMagicka();
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const ESM::NPC *player = ptr.get<ESM::NPC>()->mBase;
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// reset
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creatureStats.setLevel(player->mNpdt.mLevel);
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creatureStats.getSpells().clear(true);
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creatureStats.getActiveSpells().clear(ptr);
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for (int i=0; i<27; ++i)
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npcStats.getSkill (i).setBase (player->mNpdt.mSkills[i]);
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creatureStats.setAttribute(ESM::Attribute::Strength, player->mNpdt.mStrength);
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creatureStats.setAttribute(ESM::Attribute::Intelligence, player->mNpdt.mIntelligence);
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creatureStats.setAttribute(ESM::Attribute::Willpower, player->mNpdt.mWillpower);
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creatureStats.setAttribute(ESM::Attribute::Agility, player->mNpdt.mAgility);
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creatureStats.setAttribute(ESM::Attribute::Speed, player->mNpdt.mSpeed);
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creatureStats.setAttribute(ESM::Attribute::Endurance, player->mNpdt.mEndurance);
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creatureStats.setAttribute(ESM::Attribute::Personality, player->mNpdt.mPersonality);
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creatureStats.setAttribute(ESM::Attribute::Luck, player->mNpdt.mLuck);
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const MWWorld::ESMStore &esmStore =
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MWBase::Environment::get().getWorld()->getStore();
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// race
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if (mRaceSelected)
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{
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const ESM::Race *race =
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esmStore.get<ESM::Race>().find(player->mRace);
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bool male = (player->mFlags & ESM::NPC::Female) == 0;
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for (int i=0; i<8; ++i)
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{
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const ESM::Race::MaleFemale& attribute = race->mData.mAttributeValues[i];
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creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale);
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}
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for (int i=0; i<27; ++i)
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{
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int bonus = 0;
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for (int i2=0; i2<7; ++i2)
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if (race->mData.mBonus[i2].mSkill==i)
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{
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bonus = race->mData.mBonus[i2].mBonus;
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break;
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}
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npcStats.getSkill (i).setBase (5 + bonus);
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}
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for (const std::string &power : race->mPowers.mList)
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{
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creatureStats.getSpells().add(power);
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}
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}
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// birthsign
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const std::string &signId =
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MWBase::Environment::get().getWorld()->getPlayer().getBirthSign();
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if (!signId.empty())
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{
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const ESM::BirthSign *sign =
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esmStore.get<ESM::BirthSign>().find(signId);
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for (const std::string &power : sign->mPowers.mList)
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{
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creatureStats.getSpells().add(power);
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}
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}
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// class
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if (mClassSelected)
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{
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const ESM::Class *class_ =
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esmStore.get<ESM::Class>().find(player->mClass);
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for (int i=0; i<2; ++i)
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{
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int attribute = class_->mData.mAttribute[i];
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if (attribute>=0 && attribute<8)
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{
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creatureStats.setAttribute(attribute,
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creatureStats.getAttribute(attribute).getBase() + 10);
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}
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}
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for (int i=0; i<2; ++i)
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{
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int bonus = i==0 ? 10 : 25;
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for (int i2=0; i2<5; ++i2)
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{
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int index = class_->mData.mSkills[i2][i];
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if (index>=0 && index<27)
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{
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npcStats.getSkill (index).setBase (
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npcStats.getSkill (index).getBase() + bonus);
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}
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}
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}
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const MWWorld::Store<ESM::Skill> &skills =
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esmStore.get<ESM::Skill>();
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MWWorld::Store<ESM::Skill>::iterator iter = skills.begin();
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for (; iter != skills.end(); ++iter)
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{
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if (iter->second.mData.mSpecialization==class_->mData.mSpecialization)
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{
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int index = iter->first;
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if (index>=0 && index<27)
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{
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npcStats.getSkill (index).setBase (
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npcStats.getSkill (index).getBase() + 5);
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}
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}
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}
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}
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// F_PCStart spells
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const ESM::Race* race = nullptr;
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if (mRaceSelected)
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race = esmStore.get<ESM::Race>().find(player->mRace);
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int skills[ESM::Skill::Length];
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for (int i=0; i<ESM::Skill::Length; ++i)
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skills[i] = npcStats.getSkill(i).getBase();
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int attributes[ESM::Attribute::Length];
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for (int i=0; i<ESM::Attribute::Length; ++i)
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attributes[i] = npcStats.getAttribute(i).getBase();
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npcStats.updateHealth();
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std::vector<std::string> selectedSpells = autoCalcPlayerSpells(skills, attributes, race);
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for (const std::string &spell : selectedSpells)
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creatureStats.getSpells().add(spell);
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// forced update and current value adjustments
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mActors.updateActor (ptr, 0);
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for (int i=0; i<3; ++i)
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{
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DynamicStat<float> stat = creatureStats.getDynamic (i);
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stat.setCurrent (stat.getModified());
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creatureStats.setDynamic (i, stat);
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}
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// auto-equip again. we need this for when the race is changed to a beast race and shoes are no longer equippable
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MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
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for (int i=0; i<MWWorld::InventoryStore::Slots; ++i)
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invStore.unequipAll(ptr);
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invStore.autoEquip(ptr);
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}
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MechanicsManager::MechanicsManager()
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: mUpdatePlayer (true), mClassSelected (false),
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mRaceSelected (false), mAI(true)
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{
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//buildPlayer no longer here, needs to be done explicitly after all subsystems are up and running
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}
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void MechanicsManager::add(const MWWorld::Ptr& ptr)
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{
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if(ptr.getClass().isActor())
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mActors.addActor(ptr);
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else
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mObjects.addObject(ptr);
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}
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void MechanicsManager::castSpell(const MWWorld::Ptr& ptr, const std::string& spellId, bool manualSpell)
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{
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if(ptr.getClass().isActor())
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mActors.castSpell(ptr, spellId, manualSpell);
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}
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void MechanicsManager::remove(const MWWorld::Ptr& ptr, bool keepActive)
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{
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if(ptr == MWBase::Environment::get().getWindowManager()->getWatchedActor())
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MWBase::Environment::get().getWindowManager()->watchActor(MWWorld::Ptr());
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mActors.removeActor(ptr, keepActive);
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mObjects.removeObject(ptr);
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}
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void MechanicsManager::updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
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{
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if(old == MWBase::Environment::get().getWindowManager()->getWatchedActor())
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MWBase::Environment::get().getWindowManager()->watchActor(ptr);
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if(ptr.getClass().isActor())
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mActors.updateActor(old, ptr);
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else
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mObjects.updateObject(old, ptr);
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}
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void MechanicsManager::drop(const MWWorld::CellStore *cellStore)
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{
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mActors.dropActors(cellStore, getPlayer());
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mObjects.dropObjects(cellStore);
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}
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void MechanicsManager::update(float duration, bool paused)
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{
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// Note: we should do it here since game mechanics and world updates use these values
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MWWorld::Ptr ptr = getPlayer();
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MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager();
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MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
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MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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// Update the selected spell icon
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MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem();
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if (enchantItem != inv.end())
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winMgr->setSelectedEnchantItem(*enchantItem);
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else
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{
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const std::string& spell = winMgr->getSelectedSpell();
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if (!spell.empty())
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winMgr->setSelectedSpell(spell, int(MWMechanics::getSpellSuccessChance(spell, ptr)));
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else
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winMgr->unsetSelectedSpell();
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}
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// Update the equipped weapon icon
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if (weapon == inv.end())
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winMgr->unsetSelectedWeapon();
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else
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winMgr->setSelectedWeapon(*weapon);
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if (mUpdatePlayer)
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{
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mUpdatePlayer = false;
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// HACK? The player has been changed, so a new Animation object may
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// have been made for them. Make sure they're properly updated.
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mActors.removeActor(ptr, true);
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mActors.addActor(ptr, true);
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}
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mActors.update(duration, paused);
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mObjects.update(duration, paused);
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}
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void MechanicsManager::processChangedSettings(const Settings::CategorySettingVector &changed)
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{
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for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it)
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{
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if (it->first == "Game" && it->second == "actors processing range")
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{
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int state = MWBase::Environment::get().getStateManager()->getState();
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if (state != MWBase::StateManager::State_Running)
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continue;
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mActors.updateProcessingRange();
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// Update mechanics for new processing range immediately
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update(0.f, false);
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}
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}
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}
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void MechanicsManager::notifyDied(const MWWorld::Ptr& actor)
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{
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mActors.notifyDied(actor);
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}
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float MechanicsManager::getActorsProcessingRange() const
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{
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return mActors.getProcessingRange();
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}
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bool MechanicsManager::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer)
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{
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return mActors.isActorDetected(actor, observer);
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}
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bool MechanicsManager::isAttackPreparing(const MWWorld::Ptr& ptr)
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{
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return mActors.isAttackPreparing(ptr);
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}
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bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr)
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{
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return mActors.isRunning(ptr);
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}
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bool MechanicsManager::isSneaking(const MWWorld::Ptr& ptr)
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{
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CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
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MWBase::World* world = MWBase::Environment::get().getWorld();
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bool animActive = mActors.isSneaking(ptr);
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bool stanceOn = stats.getStance(MWMechanics::CreatureStats::Stance_Sneak);
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bool inair = !world->isOnGround(ptr) && !world->isSwimming(ptr) && !world->isFlying(ptr);
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return stanceOn && (animActive || inair);
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}
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void MechanicsManager::rest(double hours, bool sleep)
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{
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if (sleep)
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MWBase::Environment::get().getWorld()->rest(hours);
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mActors.rest(hours, sleep);
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}
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void MechanicsManager::restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep)
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{
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mActors.restoreDynamicStats(actor, hours, sleep);
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}
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int MechanicsManager::getHoursToRest() const
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{
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return mActors.getHoursToRest(getPlayer());
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}
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void MechanicsManager::setPlayerName (const std::string& name)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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ESM::NPC player =
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*world->getPlayerPtr().get<ESM::NPC>()->mBase;
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player.mName = name;
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world->createRecord(player);
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mUpdatePlayer = true;
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}
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void MechanicsManager::setPlayerRace (const std::string& race, bool male, const std::string &head, const std::string &hair)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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ESM::NPC player =
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*world->getPlayerPtr().get<ESM::NPC>()->mBase;
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player.mRace = race;
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player.mHead = head;
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player.mHair = hair;
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player.setIsMale(male);
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world->createRecord(player);
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mRaceSelected = true;
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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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MWBase::Environment::get().getWorld()->getPlayer().setBirthSign(id);
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buildPlayer();
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mUpdatePlayer = true;
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}
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void MechanicsManager::setPlayerClass (const std::string& id)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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ESM::NPC player =
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*world->getPlayerPtr().get<ESM::NPC>()->mBase;
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player.mClass = id;
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world->createRecord(player);
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mClassSelected = true;
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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 &cls)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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const ESM::Class *ptr = world->createRecord(cls);
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ESM::NPC player =
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*world->getPlayerPtr().get<ESM::NPC>()->mBase;
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player.mClass = ptr->mId;
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world->createRecord(player);
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mClassSelected = true;
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buildPlayer();
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mUpdatePlayer = true;
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}
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int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr, bool clamp)
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{
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|
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")->mValue.getFloat();
|
|
if (Misc::StringUtils::ciEqual(npc->mBase->mRace, player->mBase->mRace))
|
|
x += fDispRaceMod;
|
|
|
|
static const float fDispPersonalityMult = gmst.find("fDispPersonalityMult")->mValue.getFloat();
|
|
static const float fDispPersonalityBase = gmst.find("fDispPersonalityBase")->mValue.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;
|
|
|
|
// Ignore the faction, if a player was expelled from it.
|
|
if (playerStats.getExpelled(itFaction))
|
|
continue;
|
|
|
|
int itReaction = MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, itFaction);
|
|
if (playerFactionIt == playerStats.getFactionRanks().begin() || itReaction < reaction)
|
|
{
|
|
reaction = static_cast<float>(itReaction);
|
|
rank = playerFactionIt->second;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
reaction = 0;
|
|
rank = 0;
|
|
}
|
|
|
|
static const float fDispFactionRankMult = gmst.find("fDispFactionRankMult")->mValue.getFloat();
|
|
static const float fDispFactionRankBase = gmst.find("fDispFactionRankBase")->mValue.getFloat();
|
|
static const float fDispFactionMod = gmst.find("fDispFactionMod")->mValue.getFloat();
|
|
x += (fDispFactionRankMult * rank
|
|
+ fDispFactionRankBase)
|
|
* fDispFactionMod * reaction;
|
|
|
|
static const float fDispCrimeMod = gmst.find("fDispCrimeMod")->mValue.getFloat();
|
|
static const float fDispDiseaseMod = gmst.find("fDispDiseaseMod")->mValue.getFloat();
|
|
x -= fDispCrimeMod * playerStats.getBounty();
|
|
if (playerStats.hasCommonDisease() || playerStats.hasBlightDisease())
|
|
x += fDispDiseaseMod;
|
|
|
|
static const float fDispWeaponDrawn = gmst.find("fDispWeaponDrawn")->mValue.getFloat();
|
|
if (playerStats.getDrawState() == MWMechanics::DrawState_Weapon)
|
|
x += fDispWeaponDrawn;
|
|
|
|
x += ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Charm).getMagnitude();
|
|
|
|
if (clamp)
|
|
return std::clamp<int>(x, 0, 100);//, normally clamped to [0..100] when used
|
|
return static_cast<int>(x);
|
|
}
|
|
|
|
int MechanicsManager::getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying)
|
|
{
|
|
// Make sure zero base price items/services can't be bought/sold for 1 gold
|
|
// and return the intended base price for creature merchants
|
|
if (basePrice == 0 || ptr.getType() == ESM::Creature::sRecordId)
|
|
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 = std::min(playerPtr.getClass().getSkill(playerPtr, ESM::Skill::Mercantile), 100.f);
|
|
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 = std::min(ptr.getClass().getSkill(ptr, ESM::Skill::Mercantile), 100.f);
|
|
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));
|
|
int offerPrice = int(basePrice * (buying ? buyTerm : sellTerm));
|
|
return std::max(1, offerPrice);
|
|
}
|
|
|
|
int MechanicsManager::countDeaths (const std::string& id) const
|
|
{
|
|
return mActors.countDeaths (id);
|
|
}
|
|
|
|
void MechanicsManager::getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type, bool& success, int& tempChange, int& 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")->mValue.getFloat();
|
|
else if (type == PT_Bribe100) bribeMod = gmst.find("fBribe100Mod")->mValue.getFloat();
|
|
else bribeMod = gmst.find("fBribe1000Mod")->mValue.getFloat();
|
|
|
|
float target3 = d * (playerRating3 - npcRating3 + 50) + bribeMod;
|
|
|
|
float iPerMinChance = floor(gmst.find("iPerMinChance")->mValue.getFloat());
|
|
float iPerMinChange = floor(gmst.find("iPerMinChange")->mValue.getFloat());
|
|
float fPerDieRollMult = gmst.find("fPerDieRollMult")->mValue.getFloat();
|
|
float fPerTempMult = gmst.find("fPerTempMult")->mValue.getFloat();
|
|
|
|
float x = 0;
|
|
float y = 0;
|
|
|
|
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
|
|
int roll = Misc::Rng::roll0to99(prng);
|
|
|
|
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::clamp(flee + int(std::max(iPerMinChange, s)), 0, 100));
|
|
npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight,
|
|
std::clamp(fight + int(std::min(-iPerMinChange, -s)), 0, 100));
|
|
}
|
|
|
|
float c = -std::abs(floor(r * fPerDieRollMult));
|
|
if (success)
|
|
{
|
|
if (std::abs(c) < iPerMinChange)
|
|
{
|
|
// Deviating from Morrowind here: it doesn't increase disposition on marginal wins,
|
|
// which seems to be a bug (MCP fixes it too).
|
|
// Original logic: x = 0, y = -iPerMinChange
|
|
x = iPerMinChange;
|
|
y = x; // This goes unused.
|
|
}
|
|
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::clamp(flee + std::min(-int(iPerMinChange), int(-s)), 0, 100));
|
|
npcStats.setAiSetting(CreatureStats::AI_Fight,
|
|
std::clamp(fight + std::max(int(iPerMinChange), int(s)), 0, 100));
|
|
}
|
|
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 ? int(x) : int(x * fPerTempMult);
|
|
|
|
|
|
int cappedDispositionChange = tempChange;
|
|
if (currentDisposition + tempChange > 100)
|
|
cappedDispositionChange = 100 - currentDisposition;
|
|
if (currentDisposition + tempChange < 0)
|
|
{
|
|
cappedDispositionChange = -currentDisposition;
|
|
tempChange = cappedDispositionChange;
|
|
}
|
|
|
|
permChange = floor(cappedDispositionChange / fPerTempMult);
|
|
if (type == PT_Intimidate)
|
|
{
|
|
permChange = success ? -int(cappedDispositionChange/ fPerTempMult) : int(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;
|
|
}
|
|
|
|
bool MechanicsManager::onOpen(const MWWorld::Ptr& ptr)
|
|
{
|
|
if(ptr.getClass().isActor())
|
|
return true;
|
|
else
|
|
return mObjects.onOpen(ptr);
|
|
}
|
|
|
|
void MechanicsManager::onClose(const MWWorld::Ptr& ptr)
|
|
{
|
|
if(!ptr.getClass().isActor())
|
|
mObjects.onClose(ptr);
|
|
}
|
|
|
|
void MechanicsManager::persistAnimationStates()
|
|
{
|
|
mActors.persistAnimationStates();
|
|
mObjects.persistAnimationStates();
|
|
}
|
|
|
|
void MechanicsManager::updateMagicEffects(const MWWorld::Ptr &ptr)
|
|
{
|
|
mActors.updateMagicEffects(ptr);
|
|
}
|
|
|
|
bool MechanicsManager::toggleAI()
|
|
{
|
|
mAI = !mAI;
|
|
|
|
MWBase::World* world = MWBase::Environment::get().getWorld();
|
|
world->getNavigator()->setUpdatesEnabled(mAI);
|
|
if (mAI)
|
|
world->getNavigator()->update(world->getPlayerPtr().getRefData().getPosition().asVec3());
|
|
|
|
return mAI;
|
|
}
|
|
|
|
bool MechanicsManager::isAIActive()
|
|
{
|
|
return mAI;
|
|
}
|
|
|
|
void MechanicsManager::playerLoaded()
|
|
{
|
|
mUpdatePlayer = true;
|
|
mClassSelected = true;
|
|
mRaceSelected = true;
|
|
mAI = true;
|
|
}
|
|
|
|
bool MechanicsManager::isBoundItem(const MWWorld::Ptr& item)
|
|
{
|
|
static std::set<std::string> boundItemIDCache;
|
|
|
|
// If this is empty then we haven't executed the GMST cache logic yet; or there isn't any sMagicBound* GMST's for some reason
|
|
if (boundItemIDCache.empty())
|
|
{
|
|
// Build a list of known bound item ID's
|
|
const MWWorld::Store<ESM::GameSetting> &gameSettings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
|
|
|
for (const ESM::GameSetting ¤tSetting : gameSettings)
|
|
{
|
|
std::string currentGMSTID = currentSetting.mId;
|
|
Misc::StringUtils::lowerCaseInPlace(currentGMSTID);
|
|
|
|
// Don't bother checking this GMST if it's not a sMagicBound* one.
|
|
const std::string& toFind = "smagicbound";
|
|
if (currentGMSTID.compare(0, toFind.length(), toFind) != 0)
|
|
continue;
|
|
|
|
// All sMagicBound* GMST's should be of type string
|
|
std::string currentGMSTValue = currentSetting.mValue.getString();
|
|
Misc::StringUtils::lowerCaseInPlace(currentGMSTValue);
|
|
|
|
boundItemIDCache.insert(currentGMSTValue);
|
|
}
|
|
}
|
|
|
|
// Perform bound item check and assign the Flag_Bound bit if it passes
|
|
std::string tempItemID = item.getCellRef().getRefId();
|
|
Misc::StringUtils::lowerCaseInPlace(tempItemID);
|
|
|
|
if (boundItemIDCache.count(tempItemID) != 0)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MechanicsManager::isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim)
|
|
{
|
|
if (target.isEmpty())
|
|
return true;
|
|
|
|
const MWWorld::CellRef& cellref = target.getCellRef();
|
|
// there is no harm to use unlocked doors
|
|
int lockLevel = cellref.getLockLevel();
|
|
if (target.getClass().isDoor() &&
|
|
(lockLevel <= 0 || lockLevel == ESM::UnbreakableLock) &&
|
|
cellref.getTrap().empty())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (!target.getClass().hasToolTip(target))
|
|
return true;
|
|
|
|
// TODO: implement a better check to check if target is owned bed
|
|
if (target.getClass().isActivator() && target.getClass().getScript(target).compare(0, 3, "Bed") != 0)
|
|
return true;
|
|
|
|
if (target.getClass().isNpc())
|
|
{
|
|
if (target.getClass().getCreatureStats(target).isDead())
|
|
return true;
|
|
|
|
if (target.getClass().getCreatureStats(target).getAiSequence().isInCombat())
|
|
return true;
|
|
|
|
// check if a player tries to pickpocket a target NPC
|
|
if (target.getClass().getCreatureStats(target).getKnockedDown() || isSneaking(ptr))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
if (isOwned(ptr, target, victim))
|
|
return false;
|
|
|
|
// A special case for evidence chest - we should not allow to take items even if it is technically permitted
|
|
return !Misc::StringUtils::ciEqual(cellref.getRefId(), "stolen_goods");
|
|
}
|
|
|
|
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, victim))
|
|
return false;
|
|
|
|
if(commitCrime(ptr, victim, OT_SleepingInOwnedBed, bed.getCellRef().getFaction()))
|
|
{
|
|
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage64}");
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void MechanicsManager::unlockAttempted(const MWWorld::Ptr &ptr, const MWWorld::Ptr &item)
|
|
{
|
|
MWWorld::Ptr victim;
|
|
if (isOwned(ptr, item, victim))
|
|
{
|
|
// Note that attempting to unlock something that has ever been locked (even ESM::UnbreakableLock) is a crime even if it's already unlocked.
|
|
// Likewise, it's illegal to unlock something that has a trap but isn't otherwise locked.
|
|
const auto& cellref = item.getCellRef();
|
|
if(cellref.getLockLevel() || !cellref.getTrap().empty())
|
|
commitCrime(ptr, victim, OT_Trespassing, item.getCellRef().getFaction());
|
|
}
|
|
}
|
|
|
|
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.emplace_back(ownerIt->first.first, ownerIt->second);
|
|
return result;
|
|
}
|
|
}
|
|
|
|
bool MechanicsManager::isItemStolenFrom(const std::string &itemid, const MWWorld::Ptr& ptr)
|
|
{
|
|
StolenItemsMap::const_iterator it = mStolenItems.find(Misc::StringUtils::lowerCase(itemid));
|
|
if (it == mStolenItems.end())
|
|
return false;
|
|
|
|
const OwnerMap& owners = it->second;
|
|
const std::string ownerid = ptr.getCellRef().getRefId();
|
|
OwnerMap::const_iterator ownerFound = owners.find(std::make_pair(Misc::StringUtils::lowerCase(ownerid), false));
|
|
if (ownerFound != owners.end())
|
|
return true;
|
|
|
|
const std::string factionid = ptr.getClass().getPrimaryFaction(ptr);
|
|
if (!factionid.empty())
|
|
{
|
|
OwnerMap::const_iterator factionOwnerFound = owners.find(std::make_pair(Misc::StringUtils::lowerCase(factionid), true));
|
|
return factionOwnerFound != owners.end();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void MechanicsManager::confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count)
|
|
{
|
|
if (player != getPlayer())
|
|
return;
|
|
|
|
const std::string itemId = Misc::StringUtils::lowerCase(item.getCellRef().getRefId());
|
|
|
|
StolenItemsMap::iterator stolenIt = mStolenItems.find(itemId);
|
|
if (stolenIt == mStolenItems.end())
|
|
return;
|
|
|
|
Owner owner;
|
|
owner.first = victim.getCellRef().getRefId();
|
|
owner.second = false;
|
|
|
|
const std::string victimFaction = victim.getClass().getPrimaryFaction(victim);
|
|
if (!victimFaction.empty() && Misc::StringUtils::ciEqual(item.getCellRef().getFaction(), victimFaction)) // Is the item faction-owned?
|
|
{
|
|
owner.first = victimFaction;
|
|
owner.second = true;
|
|
}
|
|
|
|
Misc::StringUtils::lowerCaseInPlace(owner.first);
|
|
|
|
// decrease count of stolen items
|
|
int toRemove = std::min(count, mStolenItems[itemId][owner]);
|
|
mStolenItems[itemId][owner] -= toRemove;
|
|
if (mStolenItems[itemId][owner] == 0)
|
|
{
|
|
// erase owner from stolen items owners
|
|
OwnerMap& owners = stolenIt->second;
|
|
OwnerMap::iterator ownersIt = owners.find(owner);
|
|
if (ownersIt != owners.end())
|
|
owners.erase(ownersIt);
|
|
}
|
|
|
|
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
|
|
|
|
// move items from player to owner and report about theft
|
|
victim.getClass().getContainerStore(victim).add(item, toRemove, victim);
|
|
store.remove(item, toRemove, player);
|
|
commitCrime(player, victim, OT_Theft, item.getCellRef().getFaction(), item.getClass().getValue(item) * toRemove);
|
|
}
|
|
|
|
void MechanicsManager::confiscateStolenItems(const MWWorld::Ptr &player, const MWWorld::Ptr &targetContainer)
|
|
{
|
|
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
|
|
MWWorld::ContainerStore& containerStore = targetContainer.getClass().getContainerStore(targetContainer);
|
|
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;
|
|
|
|
containerStore.add(*it, toMove, targetContainer);
|
|
store.remove(*it, toMove, player);
|
|
}
|
|
// TODO: unhardcode the locklevel
|
|
targetContainer.getCellRef().lock(50);
|
|
}
|
|
|
|
void MechanicsManager::itemTaken(const MWWorld::Ptr &ptr, const MWWorld::Ptr &item, const MWWorld::Ptr& container,
|
|
int count, bool alarm)
|
|
{
|
|
if (ptr != getPlayer())
|
|
return;
|
|
|
|
MWWorld::Ptr victim;
|
|
|
|
bool isAllowed = true;
|
|
const MWWorld::CellRef* ownerCellRef = &item.getCellRef();
|
|
if (!container.isEmpty())
|
|
{
|
|
// Inherit the owner of the container
|
|
ownerCellRef = &container.getCellRef();
|
|
isAllowed = isAllowedToUse(ptr, container, victim);
|
|
}
|
|
else
|
|
{
|
|
isAllowed = isAllowedToUse(ptr, item, victim);
|
|
if (!item.getCellRef().hasContentFile())
|
|
{
|
|
// this is a manually placed item, which means it was already stolen
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (isAllowed)
|
|
return;
|
|
|
|
Owner owner;
|
|
owner.second = false;
|
|
if (!container.isEmpty() && container.getClass().isActor())
|
|
{
|
|
// "container" is an actor inventory, so just take actor's ID
|
|
owner.first = ownerCellRef->getRefId();
|
|
}
|
|
else
|
|
{
|
|
owner.first = ownerCellRef->getOwner();
|
|
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))
|
|
{
|
|
if (victim.isEmpty() || (victim.getClass().isActor() && victim.getRefData().getCount() > 0 && !victim.getClass().getCreatureStats(victim).isDead()))
|
|
mStolenItems[Misc::StringUtils::lowerCase(item.getCellRef().getRefId())][owner] += count;
|
|
}
|
|
if (alarm)
|
|
commitCrime(ptr, victim, OT_Theft, ownerCellRef->getFaction(), item.getClass().getValue(item) * count);
|
|
}
|
|
|
|
|
|
bool MechanicsManager::commitCrime(const MWWorld::Ptr &player, const MWWorld::Ptr &victim, OffenseType type, const std::string& factionId, 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")->mValue.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 (const MWWorld::Ptr &neighbor : neighbors)
|
|
{
|
|
if (!canReportCrime(neighbor, victim, playerFollowers))
|
|
continue;
|
|
|
|
if ((neighbor == victim && victimAware)
|
|
// 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 && neighbor != victim)
|
|
|| (MWBase::Environment::get().getWorld()->getLOS(player, neighbor) && awarenessCheck(player, neighbor)))
|
|
{
|
|
// NPC will complain about theft even if he will do nothing about it
|
|
if (type == OT_Theft || type == OT_Pickpocket)
|
|
MWBase::Environment::get().getDialogueManager()->say(neighbor, "thief");
|
|
|
|
crimeSeen = true;
|
|
}
|
|
}
|
|
|
|
if (crimeSeen)
|
|
reportCrime(player, victim, type, factionId, arg);
|
|
else if (type == OT_Assault && !victim.isEmpty())
|
|
{
|
|
bool reported = false;
|
|
if (victim.getClass().isClass(victim, "guard")
|
|
&& !victim.getClass().getCreatureStats(victim).getAiSequence().hasPackage(AiPackageTypeId::Pursue))
|
|
reported = reportCrime(player, victim, type, std::string(), arg);
|
|
|
|
if (!reported)
|
|
startCombat(victim, player); // TODO: combat should be started with an "unaware" flag, which makes the victim flee?
|
|
}
|
|
return crimeSeen;
|
|
}
|
|
|
|
bool MechanicsManager::canReportCrime(const MWWorld::Ptr &actor, const MWWorld::Ptr &victim, std::set<MWWorld::Ptr> &playerFollowers)
|
|
{
|
|
if (actor == getPlayer()
|
|
|| !actor.getClass().isNpc() || actor.getClass().getCreatureStats(actor).isDead())
|
|
return false;
|
|
|
|
if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(victim))
|
|
return false;
|
|
|
|
// Unconsious actor can not report about crime and should not become hostile
|
|
if (actor.getClass().getCreatureStats(actor).getKnockedDown())
|
|
return false;
|
|
|
|
// Player's followers should not attack player, or try to arrest him
|
|
if (actor.getClass().getCreatureStats(actor).getAiSequence().hasPackage(AiPackageTypeId::Follow))
|
|
{
|
|
if (playerFollowers.find(actor) != playerFollowers.end())
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool MechanicsManager::reportCrime(const MWWorld::Ptr &player, const MWWorld::Ptr &victim, OffenseType type, const std::string& factionId, 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")->mValue.getInteger();
|
|
disp = dispVictim = store.find("iDispTresspass")->mValue.getFloat();
|
|
}
|
|
else if (type == OT_Pickpocket)
|
|
{
|
|
arg = store.find("iCrimePickPocket")->mValue.getInteger();
|
|
disp = dispVictim = store.find("fDispPickPocketMod")->mValue.getFloat();
|
|
}
|
|
else if (type == OT_Assault)
|
|
{
|
|
arg = store.find("iCrimeAttack")->mValue.getInteger();
|
|
disp = store.find("iDispAttackMod")->mValue.getFloat();
|
|
dispVictim = store.find("fDispAttacking")->mValue.getFloat();
|
|
}
|
|
else if (type == OT_Murder)
|
|
{
|
|
arg = store.find("iCrimeKilling")->mValue.getInteger();
|
|
disp = dispVictim = store.find("iDispKilling")->mValue.getFloat();
|
|
}
|
|
else if (type == OT_Theft)
|
|
{
|
|
disp = dispVictim = store.find("fDispStealing")->mValue.getFloat() * arg;
|
|
arg = static_cast<int>(arg * store.find("fCrimeStealing")->mValue.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")->mValue.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")->mValue.getInteger();
|
|
else if (type == OT_Pickpocket)
|
|
{
|
|
fight = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->mValue.getInteger();
|
|
fightVictim = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->mValue.getInteger() * 4; // *4 according to research wiki
|
|
}
|
|
else if (type == OT_Assault)
|
|
{
|
|
fight = esmStore.get<ESM::GameSetting>().find("iFightAttacking")->mValue.getInteger();
|
|
fightVictim = esmStore.get<ESM::GameSetting>().find("iFightAttack")->mValue.getInteger();
|
|
}
|
|
else if (type == OT_Murder)
|
|
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("iFightKilling")->mValue.getInteger();
|
|
else if (type == OT_Theft)
|
|
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("fFightStealing")->mValue.getInteger();
|
|
|
|
bool reported = false;
|
|
|
|
std::set<MWWorld::Ptr> playerFollowers;
|
|
getActorsSidingWith(player, playerFollowers);
|
|
|
|
// Tell everyone (including the original reporter) in alarm range
|
|
for (const MWWorld::Ptr &actor : neighbors)
|
|
{
|
|
if (!canReportCrime(actor, victim, playerFollowers))
|
|
continue;
|
|
|
|
// Will the witness report the crime?
|
|
if (actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Alarm).getBase() >= 100)
|
|
{
|
|
reported = true;
|
|
|
|
if (type == OT_Trespassing)
|
|
MWBase::Environment::get().getDialogueManager()->say(actor, "intruder");
|
|
}
|
|
}
|
|
|
|
for (const MWWorld::Ptr &actor : neighbors)
|
|
{
|
|
if (!canReportCrime(actor, victim, playerFollowers))
|
|
continue;
|
|
|
|
if (reported && actor.getClass().isClass(actor, "guard"))
|
|
{
|
|
// Mark as Alarmed for dialogue
|
|
actor.getClass().getCreatureStats(actor).setAlarmed(true);
|
|
|
|
// Set the crime ID, which we will use to calm down participants
|
|
// once the bounty has been paid.
|
|
actor.getClass().getNpcStats(actor).setCrimeId(id);
|
|
|
|
if (!actor.getClass().getCreatureStats(actor).getAiSequence().isInPursuit())
|
|
{
|
|
actor.getClass().getCreatureStats(actor).getAiSequence().stack(AiPursue(player), actor);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float dispTerm = (actor == victim) ? dispVictim : disp;
|
|
|
|
float alarmTerm = 0.01f * actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Alarm).getBase();
|
|
if (type == OT_Pickpocket && alarmTerm <= 0)
|
|
alarmTerm = 1.0;
|
|
|
|
if (actor != victim)
|
|
dispTerm *= alarmTerm;
|
|
|
|
float fightTerm = static_cast<float>((actor == victim) ? fightVictim : fight);
|
|
fightTerm += getFightDispositionBias(dispTerm);
|
|
fightTerm += getFightDistanceBias(actor, player);
|
|
fightTerm *= alarmTerm;
|
|
|
|
int observerFightRating = actor.getClass().getCreatureStats(actor).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(actor, player);
|
|
|
|
NpcStats& observerStats = actor.getClass().getNpcStats(actor);
|
|
// 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)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
else if (!factionId.empty())
|
|
{
|
|
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.
|
|
if (!victim.getClass().getCreatureStats(victim).getAiSequence().isInPursuit())
|
|
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);
|
|
}
|
|
}
|
|
|
|
return reported;
|
|
}
|
|
|
|
bool MechanicsManager::actorAttacked(const MWWorld::Ptr &target, const MWWorld::Ptr &attacker)
|
|
{
|
|
const MWWorld::Ptr& player = getPlayer();
|
|
if (target == player || !attacker.getClass().isActor())
|
|
return false;
|
|
|
|
MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
|
|
if (attacker == player)
|
|
{
|
|
std::set<MWWorld::Ptr> followersAttacker;
|
|
getActorsSidingWith(attacker, followersAttacker);
|
|
if (followersAttacker.find(target) != followersAttacker.end())
|
|
{
|
|
statsTarget.friendlyHit();
|
|
|
|
if (statsTarget.getFriendlyHits() < 4)
|
|
{
|
|
MWBase::Environment::get().getDialogueManager()->say(target, "hit");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (canCommitCrimeAgainst(target, attacker))
|
|
commitCrime(attacker, target, MWBase::MechanicsManager::OT_Assault);
|
|
|
|
AiSequence& seq = statsTarget.getAiSequence();
|
|
|
|
if (!attacker.isEmpty()
|
|
&& (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target) || attacker == player)
|
|
&& !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.
|
|
if (!target.getClass().getCreatureStats(target).getAiSequence().isInPursuit())
|
|
{
|
|
// If an actor has OnPCHitMe declared in his script, his Fight = 0 and the attacker is player,
|
|
// he will attack the player only if we will force him (e.g. via StartCombat console command)
|
|
bool peaceful = false;
|
|
std::string script = target.getClass().getScript(target);
|
|
if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == player)
|
|
{
|
|
int fight = target.getClass().getCreatureStats(target).getAiSetting(CreatureStats::AI_Fight).getModified();
|
|
peaceful = (fight == 0);
|
|
}
|
|
|
|
if (!peaceful)
|
|
startCombat(target, attacker);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool MechanicsManager::canCommitCrimeAgainst(const MWWorld::Ptr &target, const MWWorld::Ptr &attacker)
|
|
{
|
|
const MWMechanics::AiSequence& seq = target.getClass().getCreatureStats(target).getAiSequence();
|
|
return target.getClass().isNpc() && !attacker.isEmpty() && !seq.isInCombat(attacker)
|
|
&& !isAggressive(target, attacker) && !seq.isEngagedWithActor()
|
|
&& !target.getClass().getCreatureStats(target).getAiSequence().isInPursuit();
|
|
}
|
|
|
|
void MechanicsManager::actorKilled(const MWWorld::Ptr &victim, const MWWorld::Ptr &attacker)
|
|
{
|
|
if (attacker.isEmpty() || victim.isEmpty())
|
|
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);
|
|
const MWWorld::Ptr &player = getPlayer();
|
|
bool canCommit = attacker == player && canCommitCrimeAgainst(victim, attacker);
|
|
|
|
// For now we report only about crimes of player and player's followers
|
|
if (attacker != player)
|
|
{
|
|
std::set<MWWorld::Ptr> playerFollowers;
|
|
getActorsSidingWith(player, playerFollowers);
|
|
if (playerFollowers.find(attacker) == playerFollowers.end())
|
|
return;
|
|
}
|
|
|
|
if (!canCommit && victimStats.getCrimeId() == -1)
|
|
return;
|
|
|
|
// 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.
|
|
commitCrime(player, 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 (isSneaking(ptr))
|
|
{
|
|
static float fSneakSkillMult = store.find("fSneakSkillMult")->mValue.getFloat();
|
|
static float fSneakBootMult = store.find("fSneakBootMult")->mValue.getFloat();
|
|
float sneak = static_cast<float>(ptr.getClass().getSkill(ptr, ESM::Skill::Sneak));
|
|
float agility = stats.getAttribute(ESM::Attribute::Agility).getModified();
|
|
float luck = stats.getAttribute(ESM::Attribute::Luck).getModified();
|
|
float bootWeight = 0;
|
|
if (ptr.getClass().isNpc() && MWBase::Environment::get().getWorld()->isOnGround(ptr))
|
|
{
|
|
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")->mValue.getFloat();
|
|
static float fSneakDistMult = store.find("fSneakDistanceMultiplier")->mValue.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);
|
|
float obsAgility = observerStats.getAttribute(ESM::Attribute::Agility).getModified();
|
|
float obsLuck = observerStats.getAttribute(ESM::Attribute::Luck).getModified();
|
|
float obsBlind = observerStats.getMagicEffects().get(ESM::MagicEffect::Blind).getMagnitude();
|
|
float 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")->mValue.getFloat();
|
|
static float fSneakViewMult = store.find("fSneakViewMult")->mValue.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;
|
|
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
|
|
return (Misc::Rng::roll0to99(prng) >= target);
|
|
}
|
|
|
|
void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
|
|
{
|
|
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
|
|
|
|
// Don't add duplicate packages nor add packages to dead actors.
|
|
if (stats.isDead() || stats.getAiSequence().isInCombat(target))
|
|
return;
|
|
|
|
// The target is somehow the same as the actor. Early-out.
|
|
if (ptr == target)
|
|
{
|
|
// We don't care about dialogue filters since the target is invalid.
|
|
// We still want to play the combat taunt.
|
|
MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
|
|
return;
|
|
}
|
|
|
|
stats.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"))
|
|
{
|
|
stats.setHitAttemptActorId(target.getClass().getCreatureStats(target).getActorId()); // Stops guard from ending combat if player is unreachable
|
|
for (const Actor& actor : mActors)
|
|
{
|
|
if (actor.getPtr().getClass().isClass(actor.getPtr(), "Guard"))
|
|
{
|
|
MWMechanics::AiSequence& aiSeq = actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getAiSequence();
|
|
if (aiSeq.getTypeId() == MWMechanics::AiPackageTypeId::Pursue)
|
|
{
|
|
aiSeq.stopPursuit();
|
|
aiSeq.stack(MWMechanics::AiCombat(target), ptr);
|
|
actor.getPtr().getClass().getCreatureStats(actor.getPtr()).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
|
|
MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
|
|
}
|
|
|
|
void MechanicsManager::stopCombat(const MWWorld::Ptr& actor)
|
|
{
|
|
mActors.stopCombat(actor);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
bool MechanicsManager::isAnyActorInRange(const osg::Vec3f &position, float radius)
|
|
{
|
|
return mActors.isAnyObjectInRange(position, radius);
|
|
}
|
|
|
|
std::vector<MWWorld::Ptr> MechanicsManager::getActorsSidingWith(const MWWorld::Ptr& actor)
|
|
{
|
|
return mActors.getActorsSidingWith(actor);
|
|
}
|
|
|
|
std::vector<MWWorld::Ptr> MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor)
|
|
{
|
|
return mActors.getActorsFollowing(actor);
|
|
}
|
|
|
|
std::vector<int> MechanicsManager::getActorsFollowingIndices(const MWWorld::Ptr& actor)
|
|
{
|
|
return mActors.getActorsFollowingIndices(actor);
|
|
}
|
|
|
|
std::map<int, MWWorld::Ptr> MechanicsManager::getActorsFollowingByIndex(const MWWorld::Ptr& actor)
|
|
{
|
|
return mActors.getActorsFollowingByIndex(actor);
|
|
}
|
|
|
|
std::vector<MWWorld::Ptr> MechanicsManager::getActorsFighting(const MWWorld::Ptr& actor) {
|
|
return mActors.getActorsFighting(actor);
|
|
}
|
|
|
|
std::vector<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)
|
|
{
|
|
// Don't become aggressive if a calm effect is active, since it would cause combat to cycle on/off as
|
|
// combat is activated here and then canceled by the calm effect
|
|
if ((ptr.getClass().isNpc() && ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::CalmHumanoid).getMagnitude() > 0)
|
|
|| (!ptr.getClass().isNpc() && ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::CalmCreature).getMagnitude() > 0))
|
|
return false;
|
|
|
|
int disposition = 50;
|
|
if (ptr.getClass().isNpc())
|
|
disposition = getDerivedDisposition(ptr);
|
|
|
|
int fight = 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->mValue.getInteger();
|
|
}
|
|
}
|
|
|
|
return (fight >= 100);
|
|
}
|
|
|
|
void MechanicsManager::resurrect(const MWWorld::Ptr &ptr)
|
|
{
|
|
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
|
|
if (stats.isDead())
|
|
{
|
|
stats.resurrect();
|
|
mActors.resurrect(ptr);
|
|
}
|
|
}
|
|
|
|
bool MechanicsManager::isCastingSpell(const MWWorld::Ptr &ptr) const
|
|
{
|
|
return mActors.isCastingSpell(ptr);
|
|
}
|
|
|
|
bool MechanicsManager::isReadyToBlock(const MWWorld::Ptr &ptr) const
|
|
{
|
|
return mActors.isReadyToBlock(ptr);
|
|
}
|
|
|
|
bool MechanicsManager::isAttackingOrSpell(const MWWorld::Ptr &ptr) const
|
|
{
|
|
return mActors.isAttackingOrSpell(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();
|
|
|
|
// 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();
|
|
|
|
// Transforming removes all temporary effects
|
|
actor.getClass().getCreatureStats(actor).getActiveSpells().purge([] (const auto& params)
|
|
{
|
|
return params.getType() == ESM::ActiveSpells::Type_Consumable || params.getType() == ESM::ActiveSpells::Type_Temporary;
|
|
}, actor);
|
|
mActors.updateActor(actor, 0.f);
|
|
|
|
if (werewolf)
|
|
{
|
|
player->saveStats();
|
|
player->setWerewolfStats();
|
|
windowManager->forceHide(MWGui::GW_Inventory);
|
|
windowManager->forceHide(MWGui::GW_Magic);
|
|
}
|
|
else
|
|
{
|
|
player->restoreStats();
|
|
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> neighbors;
|
|
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
|
getActorsInRange(actor.getRefData().getPosition().asVec3(), gmst.find("fAlarmRadius")->mValue.getFloat(), neighbors);
|
|
|
|
bool detected = false, reported = false;
|
|
for (const MWWorld::Ptr& neighbor : neighbors)
|
|
{
|
|
if (neighbor == actor || !neighbor.getClass().isNpc())
|
|
continue;
|
|
|
|
if (MWBase::Environment::get().getWorld()->getLOS(neighbor, actor) && awarenessCheck(actor, neighbor))
|
|
{
|
|
detected = true;
|
|
if (neighbor.getClass().getCreatureStats(neighbor).getAiSetting(MWMechanics::CreatureStats::AI_Alarm).getModified() > 0)
|
|
{
|
|
reported = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (detected)
|
|
{
|
|
windowManager->messageBox("#{sWerewolfAlarmMessage}");
|
|
MWBase::Environment::get().getWorld()->setGlobalInt("pcknownwerewolf", 1);
|
|
|
|
if (reported)
|
|
{
|
|
npcStats.setBounty(npcStats.getBounty()+
|
|
gmst.find("iWereWolfBounty")->mValue.getInteger());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
auto& skill = stats.getSkill(ESM::Skill::Acrobatics);
|
|
skill.setModifier(gmst.find("fWerewolfAcrobatics")->mValue.getFloat() - skill.getModified());
|
|
}
|
|
|
|
void MechanicsManager::cleanupSummonedCreature(const MWWorld::Ptr &caster, int creatureActorId)
|
|
{
|
|
mActors.cleanupSummonedCreature(caster.getClass().getCreatureStats(caster), creatureActorId);
|
|
}
|
|
|
|
void MechanicsManager::reportStats(unsigned int frameNumber, osg::Stats& stats) const
|
|
{
|
|
stats.setAttribute(frameNumber, "Mechanics Actors", mActors.size());
|
|
stats.setAttribute(frameNumber, "Mechanics Objects", mObjects.size());
|
|
}
|
|
|
|
int MechanicsManager::getGreetingTimer(const MWWorld::Ptr &ptr) const
|
|
{
|
|
return mActors.getGreetingTimer(ptr);
|
|
}
|
|
|
|
float MechanicsManager::getAngleToPlayer(const MWWorld::Ptr &ptr) const
|
|
{
|
|
return mActors.getAngleToPlayer(ptr);
|
|
}
|
|
|
|
GreetingState MechanicsManager::getGreetingState(const MWWorld::Ptr &ptr) const
|
|
{
|
|
return mActors.getGreetingState(ptr);
|
|
}
|
|
|
|
bool MechanicsManager::isTurningToPlayer(const MWWorld::Ptr &ptr) const
|
|
{
|
|
return mActors.isTurningToPlayer(ptr);
|
|
}
|
|
}
|