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OpenMW/apps/openmw/mwmechanics/npcstats.cpp
2023-04-20 21:45:49 +02:00

550 lines
16 KiB
C++

#include "npcstats.hpp"
#include <iomanip>
#include <sstream>
#include <components/esm3/loadclas.hpp>
#include <components/esm3/loadfact.hpp>
#include <components/esm3/loadgmst.hpp>
#include <components/esm3/npcstats.hpp>
#include <components/misc/strings/format.hpp>
#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
MWMechanics::NpcStats::NpcStats()
: mDisposition(0)
, mReputation(0)
, mCrimeId(-1)
, mBounty(0)
, mWerewolfKills(0)
, mLevelProgress(0)
, mTimeToStartDrowning(-1.0) // set breath to special value, it will be replaced during actor update
, mIsWerewolf(false)
{
mSkillIncreases.resize(ESM::Attribute::Length, 0);
mSpecIncreases.resize(3, 0);
}
int MWMechanics::NpcStats::getBaseDisposition() const
{
return mDisposition;
}
void MWMechanics::NpcStats::setBaseDisposition(int disposition)
{
mDisposition = disposition;
}
const MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill(int index) const
{
if (index < 0 || index >= ESM::Skill::Length)
throw std::runtime_error("skill index out of range");
return mSkill[index];
}
MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill(int index)
{
if (index < 0 || index >= ESM::Skill::Length)
throw std::runtime_error("skill index out of range");
return mSkill[index];
}
void MWMechanics::NpcStats::setSkill(int index, const MWMechanics::SkillValue& value)
{
if (index < 0 || index >= ESM::Skill::Length)
throw std::runtime_error("skill index out of range");
mSkill[index] = value;
}
const std::map<ESM::RefId, int>& MWMechanics::NpcStats::getFactionRanks() const
{
return mFactionRank;
}
int MWMechanics::NpcStats::getFactionRank(const ESM::RefId& faction) const
{
auto it = mFactionRank.find(faction);
if (it != mFactionRank.end())
return it->second;
return -1;
}
void MWMechanics::NpcStats::raiseRank(const ESM::RefId& faction)
{
auto it = mFactionRank.find(faction);
if (it != mFactionRank.end())
{
// Does the next rank exist?
const ESM::Faction* factionPtr = MWBase::Environment::get().getESMStore()->get<ESM::Faction>().find(faction);
if (it->second + 1 < 10 && !factionPtr->mRanks[it->second + 1].empty())
it->second += 1;
}
}
void MWMechanics::NpcStats::lowerRank(const ESM::RefId& faction)
{
auto it = mFactionRank.find(faction);
if (it != mFactionRank.end())
{
it->second = it->second - 1;
if (it->second < 0)
{
mFactionRank.erase(it);
mExpelled.erase(faction);
}
}
}
void MWMechanics::NpcStats::joinFaction(const ESM::RefId& faction)
{
auto it = mFactionRank.find(faction);
if (it == mFactionRank.end())
mFactionRank[faction] = 0;
}
bool MWMechanics::NpcStats::getExpelled(const ESM::RefId& factionID) const
{
return mExpelled.find(factionID) != mExpelled.end();
}
void MWMechanics::NpcStats::expell(const ESM::RefId& factionID)
{
if (mExpelled.find(factionID) == mExpelled.end())
{
std::string message = "#{sExpelledMessage}";
message += MWBase::Environment::get().getESMStore()->get<ESM::Faction>().find(factionID)->mName;
MWBase::Environment::get().getWindowManager()->messageBox(message);
mExpelled.insert(factionID);
}
}
void MWMechanics::NpcStats::clearExpelled(const ESM::RefId& factionID)
{
mExpelled.erase(factionID);
}
bool MWMechanics::NpcStats::isInFaction(const ESM::RefId& faction) const
{
return (mFactionRank.find(faction) != mFactionRank.end());
}
int MWMechanics::NpcStats::getFactionReputation(const ESM::RefId& faction) const
{
auto iter = mFactionReputation.find(faction);
if (iter == mFactionReputation.end())
return 0;
return iter->second;
}
void MWMechanics::NpcStats::setFactionReputation(const ESM::RefId& faction, int value)
{
mFactionReputation[faction] = value;
}
float MWMechanics::NpcStats::getSkillProgressRequirement(int skillIndex, const ESM::Class& class_) const
{
float progressRequirement = static_cast<float>(1 + getSkill(skillIndex).getBase());
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
float typeFactor = gmst.find("fMiscSkillBonus")->mValue.getFloat();
for (int i = 0; i < 5; ++i)
{
if (class_.mData.mSkills[i][0] == skillIndex)
{
typeFactor = gmst.find("fMinorSkillBonus")->mValue.getFloat();
break;
}
else if (class_.mData.mSkills[i][1] == skillIndex)
{
typeFactor = gmst.find("fMajorSkillBonus")->mValue.getFloat();
break;
}
}
progressRequirement *= typeFactor;
if (typeFactor <= 0)
throw std::runtime_error("invalid skill type factor");
float specialisationFactor = 1;
const ESM::Skill* skill = MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(skillIndex);
if (skill->mData.mSpecialization == class_.mData.mSpecialization)
{
specialisationFactor = gmst.find("fSpecialSkillBonus")->mValue.getFloat();
if (specialisationFactor <= 0)
throw std::runtime_error("invalid skill specialisation factor");
}
progressRequirement *= specialisationFactor;
return progressRequirement;
}
void MWMechanics::NpcStats::useSkill(int skillIndex, const ESM::Class& class_, int usageType, float extraFactor)
{
const ESM::Skill* skill = MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(skillIndex);
float skillGain = 1;
if (usageType >= 4)
throw std::runtime_error("skill usage type out of range");
if (usageType >= 0)
{
skillGain = skill->mData.mUseValue[usageType];
if (skillGain < 0)
throw std::runtime_error("invalid skill gain factor");
}
skillGain *= extraFactor;
MWMechanics::SkillValue& value = getSkill(skillIndex);
value.setProgress(value.getProgress() + skillGain);
if (int(value.getProgress()) >= int(getSkillProgressRequirement(skillIndex, class_)))
{
// skill levelled up
increaseSkill(skillIndex, class_, false);
}
}
void MWMechanics::NpcStats::increaseSkill(
int skillIndex, const ESM::Class& class_, bool preserveProgress, bool readBook)
{
float base = getSkill(skillIndex).getBase();
if (base >= 100.f)
return;
base += 1;
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
// is this a minor or major skill?
int increase = gmst.find("iLevelupMiscMultAttriubte")->mValue.getInteger(); // Note: GMST has a typo
for (int k = 0; k < 5; ++k)
{
if (class_.mData.mSkills[k][0] == skillIndex)
{
mLevelProgress += gmst.find("iLevelUpMinorMult")->mValue.getInteger();
increase = gmst.find("iLevelUpMinorMultAttribute")->mValue.getInteger();
break;
}
else if (class_.mData.mSkills[k][1] == skillIndex)
{
mLevelProgress += gmst.find("iLevelUpMajorMult")->mValue.getInteger();
increase = gmst.find("iLevelUpMajorMultAttribute")->mValue.getInteger();
break;
}
}
const ESM::Skill* skill = MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(skillIndex);
mSkillIncreases[skill->mData.mAttribute] += increase;
mSpecIncreases[skill->mData.mSpecialization] += gmst.find("iLevelupSpecialization")->mValue.getInteger();
// Play sound & skill progress notification
/// \todo check if character is the player, if levelling is ever implemented for NPCs
MWBase::Environment::get().getWindowManager()->playSound(ESM::RefId::stringRefId("skillraise"));
std::string message{ MWBase::Environment::get().getWindowManager()->getGameSettingString("sNotifyMessage39", {}) };
message = Misc::StringUtils::format(
message, ("#{" + ESM::Skill::sSkillNameIds[skillIndex] + "}"), static_cast<int>(base));
if (readBook)
message = "#{sBookSkillMessage}\n" + message;
MWBase::Environment::get().getWindowManager()->messageBox(message, MWGui::ShowInDialogueMode_Never);
if (mLevelProgress >= gmst.find("iLevelUpTotal")->mValue.getInteger())
{
// levelup is possible now
MWBase::Environment::get().getWindowManager()->messageBox("#{sLevelUpMsg}", MWGui::ShowInDialogueMode_Never);
}
getSkill(skillIndex).setBase(base);
if (!preserveProgress)
getSkill(skillIndex).setProgress(0);
}
int MWMechanics::NpcStats::getLevelProgress() const
{
return mLevelProgress;
}
void MWMechanics::NpcStats::levelUp()
{
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
mLevelProgress -= gmst.find("iLevelUpTotal")->mValue.getInteger();
mLevelProgress = std::max(0, mLevelProgress); // might be necessary when levelup was invoked via console
for (int i = 0; i < ESM::Attribute::Length; ++i)
mSkillIncreases[i] = 0;
const float endurance = getAttribute(ESM::Attribute::Endurance).getBase();
// "When you gain a level, in addition to increasing three primary attributes, your Health
// will automatically increase by 10% of your Endurance attribute. If you increased Endurance this level,
// the Health increase is calculated from the increased Endurance"
// Note: we should add bonus Health points to current level too.
float healthGain = endurance * gmst.find("fLevelUpHealthEndMult")->mValue.getFloat();
MWMechanics::DynamicStat<float> health(getHealth());
health.setBase(getHealth().getBase() + healthGain);
health.setCurrent(std::max(1.f, getHealth().getCurrent() + healthGain));
setHealth(health);
setLevel(getLevel() + 1);
}
void MWMechanics::NpcStats::updateHealth()
{
const float endurance = getAttribute(ESM::Attribute::Endurance).getBase();
const float strength = getAttribute(ESM::Attribute::Strength).getBase();
setHealth(floor(0.5f * (strength + endurance)));
}
int MWMechanics::NpcStats::getLevelupAttributeMultiplier(int attribute) const
{
int num = mSkillIncreases[attribute];
if (num == 0)
return 1;
num = std::min(10, num);
// iLevelUp01Mult - iLevelUp10Mult
std::stringstream gmst;
gmst << "iLevelUp" << std::setfill('0') << std::setw(2) << num << "Mult";
return MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>().find(gmst.str())->mValue.getInteger();
}
int MWMechanics::NpcStats::getSkillIncreasesForSpecialization(int spec) const
{
return mSpecIncreases[spec];
}
void MWMechanics::NpcStats::flagAsUsed(const ESM::RefId& id)
{
mUsedIds.insert(id);
}
bool MWMechanics::NpcStats::hasBeenUsed(const ESM::RefId& 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::getReputation() const
{
return mReputation;
}
void MWMechanics::NpcStats::setReputation(int reputation)
{
// Reputation is capped in original engine
mReputation = std::clamp(reputation, 0, 255);
}
int MWMechanics::NpcStats::getCrimeId() const
{
return mCrimeId;
}
void MWMechanics::NpcStats::setCrimeId(int id)
{
mCrimeId = id;
}
bool MWMechanics::NpcStats::hasSkillsForRank(const ESM::RefId& 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().getESMStore()->get<ESM::Faction>().find(factionId);
std::vector<int> skills;
for (int i = 0; i < 7; ++i)
{
if (faction.mData.mSkills[i] != -1)
skills.push_back(static_cast<int>(getSkill(faction.mData.mSkills[i]).getBase()));
}
if (skills.empty())
return true;
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.mPrimarySkill)
return false;
if (skills.size() < 2)
return true;
iter++;
if (*iter < rankData.mFavouredSkill)
return false;
if (skills.size() < 3)
return true;
iter++;
if (*iter < rankData.mFavouredSkill)
return false;
return true;
}
bool MWMechanics::NpcStats::isWerewolf() const
{
return mIsWerewolf;
}
void MWMechanics::NpcStats::setWerewolf(bool set)
{
if (mIsWerewolf == set)
return;
if (set != false)
{
mWerewolfKills = 0;
}
mIsWerewolf = set;
}
int MWMechanics::NpcStats::getWerewolfKills() const
{
return mWerewolfKills;
}
void MWMechanics::NpcStats::addWerewolfKill()
{
++mWerewolfKills;
}
float MWMechanics::NpcStats::getTimeToStartDrowning() const
{
return mTimeToStartDrowning;
}
void MWMechanics::NpcStats::setTimeToStartDrowning(float time)
{
mTimeToStartDrowning = time;
}
void MWMechanics::NpcStats::writeState(ESM::CreatureStats& state) const
{
CreatureStats::writeState(state);
}
void MWMechanics::NpcStats::writeState(ESM::NpcStats& state) const
{
for (std::map<ESM::RefId, int>::const_iterator iter(mFactionRank.begin()); iter != mFactionRank.end(); ++iter)
state.mFactions[iter->first].mRank = iter->second;
state.mDisposition = mDisposition;
for (int i = 0; i < ESM::Skill::Length; ++i)
mSkill[i].writeState(state.mSkills[i]);
state.mIsWerewolf = mIsWerewolf;
state.mCrimeId = mCrimeId;
state.mBounty = mBounty;
for (auto iter(mExpelled.begin()); iter != mExpelled.end(); ++iter)
state.mFactions[*iter].mExpelled = true;
for (auto iter(mFactionReputation.begin()); iter != mFactionReputation.end(); ++iter)
state.mFactions[iter->first].mReputation = iter->second;
state.mReputation = mReputation;
state.mWerewolfKills = mWerewolfKills;
state.mLevelProgress = mLevelProgress;
for (int i = 0; i < ESM::Attribute::Length; ++i)
state.mSkillIncrease[i] = mSkillIncreases[i];
for (int i = 0; i < 3; ++i)
state.mSpecIncreases[i] = mSpecIncreases[i];
std::copy(mUsedIds.begin(), mUsedIds.end(), std::back_inserter(state.mUsedIds));
state.mTimeToStartDrowning = mTimeToStartDrowning;
}
void MWMechanics::NpcStats::readState(const ESM::CreatureStats& state)
{
CreatureStats::readState(state);
}
void MWMechanics::NpcStats::readState(const ESM::NpcStats& state)
{
const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore();
for (auto iter(state.mFactions.begin()); iter != state.mFactions.end(); ++iter)
if (store.get<ESM::Faction>().search(iter->first))
{
if (iter->second.mExpelled)
mExpelled.insert(iter->first);
if (iter->second.mRank >= 0)
mFactionRank[iter->first] = iter->second.mRank;
if (iter->second.mReputation)
mFactionReputation[iter->first] = iter->second.mReputation;
}
mDisposition = state.mDisposition;
for (int i = 0; i < ESM::Skill::Length; ++i)
mSkill[i].readState(state.mSkills[i]);
mIsWerewolf = state.mIsWerewolf;
mCrimeId = state.mCrimeId;
mBounty = state.mBounty;
mReputation = state.mReputation;
mWerewolfKills = state.mWerewolfKills;
mLevelProgress = state.mLevelProgress;
for (int i = 0; i < ESM::Attribute::Length; ++i)
mSkillIncreases[i] = state.mSkillIncrease[i];
for (int i = 0; i < 3; ++i)
mSpecIncreases[i] = state.mSpecIncreases[i];
for (auto iter(state.mUsedIds.begin()); iter != state.mUsedIds.end(); ++iter)
if (store.find(*iter))
mUsedIds.insert(*iter);
mTimeToStartDrowning = state.mTimeToStartDrowning;
}