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OpenMW/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
elsid cd6e49796e
Properly initialize local static pointers and collections
Static variables should be initalized once instead of initializing them with
nullptr and then doing actual initialization behind if condition. Otherwise a
race condition may happen leading to undefined behaviour.
2024-09-21 13:52:43 +02:00

2055 lines
79 KiB
C++

#include "mechanicsmanagerimp.hpp"
#include <cassert>
#include <osg/Stats>
#include <components/misc/rng.hpp>
#include <components/esm/records.hpp>
#include <components/esm/refid.hpp>
#include <components/esm3/esmwriter.hpp>
#include <components/esm3/loadgmst.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/stolenitems.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/globals.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwsound/constants.hpp"
#include "actor.hpp"
#include "actors.hpp"
#include "actorutil.hpp"
#include "aicombat.hpp"
#include "aipursue.hpp"
#include "autocalcspell.hpp"
#include "combat.hpp"
#include "npcstats.hpp"
#include "spellutil.hpp"
namespace
{
float getFightDispositionBias(float disposition)
{
static const float fFightDispMult = MWBase::Environment::get()
.getESMStore()
->get<ESM::GameSetting>()
.find("fFightDispMult")
->mValue.getFloat();
return ((50.f - disposition) * fFightDispMult);
}
void getPersuasionRatings(
const MWMechanics::NpcStats& stats, float& rating1, float& rating2, float& rating3, bool player)
{
const MWWorld::Store<ESM::GameSetting>& gmst
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
float persTerm = stats.getAttribute(ESM::Attribute::Personality).getModified()
/ gmst.find("fPersonalityMod")->mValue.getFloat();
float luckTerm
= stats.getAttribute(ESM::Attribute::Luck).getModified() / gmst.find("fLuckMod")->mValue.getFloat();
float repTerm = stats.getReputation() * gmst.find("fReputationMod")->mValue.getFloat();
float fatigueTerm = stats.getFatigueTerm();
float levelTerm = stats.getLevel() * gmst.find("fLevelMod")->mValue.getFloat();
rating1 = (repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
if (player)
{
rating2 = rating1 + levelTerm;
rating3 = (stats.getSkill(ESM::Skill::Mercantile).getModified() + luckTerm + persTerm) * fatigueTerm;
}
else
{
rating2
= (levelTerm + repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified())
* fatigueTerm;
rating3
= (stats.getSkill(ESM::Skill::Mercantile).getModified() + repTerm + luckTerm + persTerm) * fatigueTerm;
}
}
bool isOwned(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim)
{
const MWWorld::CellRef& cellref = target.getCellRef();
const ESM::RefId& owner = cellref.getOwner();
bool isOwned = !owner.empty() && owner != ESM::RefId::stringRefId("Player");
const ESM::RefId& faction = cellref.getFaction();
bool isFactionOwned = false;
if (!faction.empty() && ptr.getClass().isNpc())
{
const std::map<ESM::RefId, int>& factions = ptr.getClass().getNpcStats(ptr).getFactionRanks();
auto found = factions.find(faction);
if (found == factions.end() || found->second < cellref.getFactionRank())
isFactionOwned = true;
}
const std::string& globalVariable = cellref.getGlobalVariable();
if (!globalVariable.empty() && MWBase::Environment::get().getWorld()->getGlobalInt(globalVariable))
{
isOwned = false;
isFactionOwned = false;
}
if (!cellref.getOwner().empty())
victim = MWBase::Environment::get().getWorld()->searchPtr(cellref.getOwner(), true, false);
return isOwned || isFactionOwned;
}
}
namespace MWMechanics
{
void MechanicsManager::buildPlayer()
{
MWWorld::Ptr ptr = getPlayer();
MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr);
MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats(ptr);
npcStats.recalculateMagicka();
const ESM::NPC* player = ptr.get<ESM::NPC>()->mBase;
// reset
creatureStats.setLevel(player->mNpdt.mLevel);
creatureStats.getSpells().clear(true);
creatureStats.getActiveSpells().clear(ptr);
for (size_t i = 0; i < player->mNpdt.mSkills.size(); ++i)
npcStats.getSkill(ESM::Skill::indexToRefId(i)).setBase(player->mNpdt.mSkills[i]);
for (size_t i = 0; i < player->mNpdt.mAttributes.size(); ++i)
npcStats.setAttribute(ESM::Attribute::indexToRefId(i), player->mNpdt.mSkills[i]);
const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore();
// race
if (mRaceSelected)
{
const ESM::Race* race = esmStore.get<ESM::Race>().find(player->mRace);
bool male = (player->mFlags & ESM::NPC::Female) == 0;
for (const ESM::Attribute& attribute : esmStore.get<ESM::Attribute>())
creatureStats.setAttribute(attribute.mId, race->mData.getAttribute(attribute.mId, male));
for (const ESM::Skill& skill : esmStore.get<ESM::Skill>())
{
int bonus = 0;
int index = ESM::Skill::refIdToIndex(skill.mId);
auto bonusIt = std::find_if(race->mData.mBonus.begin(), race->mData.mBonus.end(),
[&](const auto& bonus) { return bonus.mSkill == index; });
if (bonusIt != race->mData.mBonus.end())
bonus = bonusIt->mBonus;
npcStats.getSkill(skill.mId).setBase(5 + bonus);
}
for (const ESM::RefId& power : race->mPowers.mList)
{
creatureStats.getSpells().add(power);
}
}
// birthsign
const ESM::RefId& signId = MWBase::Environment::get().getWorld()->getPlayer().getBirthSign();
if (!signId.empty())
{
const ESM::BirthSign* sign = esmStore.get<ESM::BirthSign>().find(signId);
for (const ESM::RefId& power : sign->mPowers.mList)
{
creatureStats.getSpells().add(power);
}
}
// class
if (mClassSelected)
{
const ESM::Class* class_ = esmStore.get<ESM::Class>().find(player->mClass);
for (int attribute : class_->mData.mAttribute)
{
ESM::RefId id = ESM::Attribute::indexToRefId(attribute);
if (!id.empty())
creatureStats.setAttribute(id, creatureStats.getAttribute(id).getBase() + 10);
}
for (int i = 0; i < 2; ++i)
{
int bonus = i == 0 ? 10 : 25;
for (const auto& skills : class_->mData.mSkills)
{
ESM::RefId id = ESM::Skill::indexToRefId(skills[i]);
if (!id.empty())
npcStats.getSkill(id).setBase(npcStats.getSkill(id).getBase() + bonus);
}
}
for (const ESM::Skill& skill : esmStore.get<ESM::Skill>())
{
if (skill.mData.mSpecialization == class_->mData.mSpecialization)
npcStats.getSkill(skill.mId).setBase(npcStats.getSkill(skill.mId).getBase() + 5);
}
}
// F_PCStart spells
const ESM::Race* race = nullptr;
if (mRaceSelected)
race = esmStore.get<ESM::Race>().find(player->mRace);
npcStats.updateHealth();
std::vector<ESM::RefId> selectedSpells
= autoCalcPlayerSpells(npcStats.getSkills(), npcStats.getAttributes(), race);
for (const ESM::RefId& spell : selectedSpells)
creatureStats.getSpells().add(spell);
// forced update and current value adjustments
mActors.updateActor(ptr, 0);
for (int i = 0; i < 3; ++i)
{
DynamicStat<float> stat = creatureStats.getDynamic(i);
stat.setCurrent(stat.getModified());
creatureStats.setDynamic(i, stat);
}
// auto-equip again. we need this for when the race is changed to a beast race and shoes are no longer
// equippable
MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
for (int i = 0; i < MWWorld::InventoryStore::Slots; ++i)
invStore.unequipAll();
invStore.autoEquip();
}
MechanicsManager::MechanicsManager()
: mUpdatePlayer(true)
, mClassSelected(false)
, mRaceSelected(false)
, mAI(true)
{
// buildPlayer no longer here, needs to be done explicitly after all subsystems are up and running
}
void MechanicsManager::add(const MWWorld::Ptr& ptr)
{
if (ptr.getClass().isActor())
mActors.addActor(ptr);
else
mObjects.addObject(ptr);
}
void MechanicsManager::castSpell(const MWWorld::Ptr& ptr, const ESM::RefId& spellId, bool scriptedSpell)
{
if (ptr.getClass().isActor())
mActors.castSpell(ptr, spellId, scriptedSpell);
}
void MechanicsManager::remove(const MWWorld::Ptr& ptr, bool keepActive)
{
if (ptr == MWBase::Environment::get().getWindowManager()->getWatchedActor())
MWBase::Environment::get().getWindowManager()->watchActor(MWWorld::Ptr());
mActors.removeActor(ptr, keepActive);
mObjects.removeObject(ptr);
}
void MechanicsManager::updateCell(const MWWorld::Ptr& old, const MWWorld::Ptr& ptr)
{
if (old == MWBase::Environment::get().getWindowManager()->getWatchedActor())
MWBase::Environment::get().getWindowManager()->watchActor(ptr);
if (ptr.getClass().isActor())
mActors.updateActor(old, ptr);
else
mObjects.updateObject(old, ptr);
}
void MechanicsManager::drop(const MWWorld::CellStore* cellStore)
{
mActors.dropActors(cellStore, getPlayer());
mObjects.dropObjects(cellStore);
}
void MechanicsManager::update(float duration, bool paused)
{
// Note: we should do it here since game mechanics and world updates use these values
MWWorld::Ptr ptr = getPlayer();
MWBase::WindowManager* winMgr = MWBase::Environment::get().getWindowManager();
MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
// Update the selected spell icon
MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem();
if (enchantItem != inv.end())
winMgr->setSelectedEnchantItem(*enchantItem);
else
{
const ESM::RefId& spell = winMgr->getSelectedSpell();
if (!spell.empty())
winMgr->setSelectedSpell(spell, int(MWMechanics::getSpellSuccessChance(spell, ptr)));
else
winMgr->unsetSelectedSpell();
}
// Update the equipped weapon icon
if (weapon == inv.end())
winMgr->unsetSelectedWeapon();
else
winMgr->setSelectedWeapon(*weapon);
if (mUpdatePlayer)
{
mUpdatePlayer = false;
// HACK? The player has been changed, so a new Animation object may
// have been made for them. Make sure they're properly updated.
mActors.removeActor(ptr, true);
mActors.addActor(ptr, true);
}
mActors.update(duration, paused);
mObjects.update(duration, paused);
}
void MechanicsManager::processChangedSettings(const Settings::CategorySettingVector& changed)
{
for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it)
{
if (it->first == "Game" && it->second == "actors processing range")
{
int state = MWBase::Environment::get().getStateManager()->getState();
if (state != MWBase::StateManager::State_Running)
continue;
// Update mechanics for new processing range immediately
update(0.f, false);
}
}
}
void MechanicsManager::notifyDied(const MWWorld::Ptr& actor)
{
mActors.notifyDied(actor);
}
bool MechanicsManager::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer)
{
return mActors.isActorDetected(actor, observer);
}
bool MechanicsManager::isAttackPreparing(const MWWorld::Ptr& ptr)
{
return mActors.isAttackPreparing(ptr);
}
bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr)
{
return mActors.isRunning(ptr);
}
bool MechanicsManager::isSneaking(const MWWorld::Ptr& ptr)
{
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
MWBase::World* world = MWBase::Environment::get().getWorld();
bool animActive = mActors.isSneaking(ptr);
bool stanceOn = stats.getStance(MWMechanics::CreatureStats::Stance_Sneak);
bool inair = !world->isOnGround(ptr) && !world->isSwimming(ptr) && !world->isFlying(ptr);
return stanceOn && (animActive || inair);
}
void MechanicsManager::rest(double hours, bool sleep)
{
if (sleep)
MWBase::Environment::get().getWorld()->rest(hours);
mActors.rest(hours, sleep);
}
void MechanicsManager::restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep)
{
mActors.restoreDynamicStats(actor, hours, sleep);
}
int MechanicsManager::getHoursToRest() const
{
return mActors.getHoursToRest(getPlayer());
}
void MechanicsManager::setPlayerName(const std::string& name)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mName = name;
world->getStore().insert(player);
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerRace(
const ESM::RefId& race, bool male, const ESM::RefId& head, const ESM::RefId& hair)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase;
if (player.mRace != race || player.mHead != head || player.mHair != hair || player.isMale() != male)
{
player.mRace = race;
player.mHead = head;
player.mHair = hair;
player.setIsMale(male);
world->getStore().insert(player);
world->renderPlayer();
}
mRaceSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerBirthsign(const ESM::RefId& id)
{
MWBase::Environment::get().getWorld()->getPlayer().setBirthSign(id);
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass(const ESM::RefId& id)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mClass = id;
world->getStore().insert(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass(const ESM::Class& cls)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
const ESM::Class* ptr = world->getStore().insert(cls);
ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mClass = ptr->mId;
world->getStore().insert(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr, bool clamp)
{
const MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats(ptr);
float x = static_cast<float>(npcStats.getBaseDisposition() + npcStats.getCrimeDispositionModifier());
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().getESMStore()->get<ESM::GameSetting>();
static const float fDispRaceMod = gmst.find("fDispRaceMod")->mValue.getFloat();
if (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;
const ESM::RefId& npcFaction = ptr.getClass().getPrimaryFaction(ptr);
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())
{
auto playerFactionIt = playerStats.getFactionRanks().begin();
for (; playerFactionIt != playerStats.getFactionRanks().end(); ++playerFactionIt)
{
const ESM::RefId& 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()
.getOrDefault(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 ESM::RefId& 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().getESMStore()->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);
const 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;
const float iPerMinChance = gmst.find("iPerMinChance")->mValue.getFloat();
const float iPerMinChange = gmst.find("iPerMinChange")->mValue.getFloat();
const float fPerDieRollMult = gmst.find("fPerDieRollMult")->mValue.getFloat();
const 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);
const int flee = npcStats.getAiSetting(MWMechanics::AiSetting::Flee).getBase();
const int fight = npcStats.getAiSetting(MWMechanics::AiSetting::Fight).getBase();
npcStats.setAiSetting(
MWMechanics::AiSetting::Flee, std::clamp(flee + int(std::max(iPerMinChange, s)), 0, 100));
npcStats.setAiSetting(
MWMechanics::AiSetting::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;
const int flee = npcStats.getAiSetting(AiSetting::Flee).getBase();
const int fight = npcStats.getAiSetting(AiSetting::Fight).getBase();
npcStats.setAiSetting(
AiSetting::Flee, std::clamp(flee + std::min(-int(iPerMinChange), int(-s)), 0, 100));
npcStats.setAiSetting(
AiSetting::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;
}
if (type == PT_Intimidate)
{
tempChange = int(x);
if (currentDisposition + tempChange > 100)
tempChange = 100 - currentDisposition;
else if (currentDisposition + tempChange < 0)
tempChange = -currentDisposition;
permChange = success ? -int(tempChange / fPerTempMult) : int(y);
}
else
{
tempChange = int(x * fPerTempMult);
if (currentDisposition + tempChange > 100)
tempChange = 100 - currentDisposition;
else if (currentDisposition + tempChange < 0)
tempChange = -currentDisposition;
permChange = int(tempChange / fPerTempMult);
}
}
void MechanicsManager::forceStateUpdate(const MWWorld::Ptr& ptr)
{
if (ptr.getClass().isActor())
mActors.forceStateUpdate(ptr);
}
bool MechanicsManager::playAnimationGroup(
const MWWorld::Ptr& ptr, std::string_view groupName, int mode, uint32_t number, bool scripted)
{
if (ptr.getClass().isActor())
return mActors.playAnimationGroup(ptr, groupName, mode, number, scripted);
else
return mObjects.playAnimationGroup(ptr, groupName, mode, number, scripted);
}
bool MechanicsManager::playAnimationGroupLua(const MWWorld::Ptr& ptr, std::string_view groupName, uint32_t loops,
float speed, std::string_view startKey, std::string_view stopKey, bool forceLoop)
{
if (ptr.getClass().isActor())
return mActors.playAnimationGroupLua(ptr, groupName, loops, speed, startKey, stopKey, forceLoop);
else
return mObjects.playAnimationGroupLua(ptr, groupName, loops, speed, startKey, stopKey, forceLoop);
}
void MechanicsManager::enableLuaAnimations(const MWWorld::Ptr& ptr, bool enable)
{
if (ptr.getClass().isActor())
mActors.enableLuaAnimations(ptr, enable);
else
mObjects.enableLuaAnimations(ptr, enable);
}
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::checkScriptedAnimationPlaying(const MWWorld::Ptr& ptr) const
{
if (ptr.getClass().isActor())
return mActors.checkScriptedAnimationPlaying(ptr);
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::clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted)
{
if (ptr.getClass().isActor())
mActors.clearAnimationQueue(ptr, clearScripted);
else
mObjects.clearAnimationQueue(ptr, clearScripted);
}
void MechanicsManager::updateMagicEffects(const MWWorld::Ptr& ptr)
{
mActors.updateMagicEffects(ptr);
}
bool MechanicsManager::toggleAI()
{
mAI = !mAI;
return mAI;
}
bool MechanicsManager::isAIActive()
{
return mAI;
}
void MechanicsManager::playerLoaded()
{
mUpdatePlayer = true;
mClassSelected = true;
mRaceSelected = true;
mAI = true;
}
namespace
{
std::set<ESM::RefId> makeBoundItemIdCache()
{
std::set<ESM::RefId> boundItemIDCache;
// Build a list of known bound item ID's
const MWWorld::Store<ESM::GameSetting>& gameSettings
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
for (const ESM::GameSetting& currentSetting : gameSettings)
{
// Don't bother checking this GMST if it's not a sMagicBound* one.
if (!currentSetting.mId.startsWith("smagicbound"))
continue;
// All sMagicBound* GMST's should be of type string
std::string currentGMSTValue = currentSetting.mValue.getString();
Misc::StringUtils::lowerCaseInPlace(currentGMSTValue);
boundItemIDCache.insert(ESM::RefId::stringRefId(currentGMSTValue));
}
return boundItemIDCache;
}
}
bool MechanicsManager::isBoundItem(const MWWorld::Ptr& item)
{
static const std::set<ESM::RefId> boundItemIdCache = makeBoundItemIdCache();
return boundItemIdCache.find(item.getCellRef().getRefId()) != boundItemIdCache.end();
}
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
if (target.getClass().isDoor() && !cellref.isLocked() && 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).startsWith("Bed"))
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 !(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 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.isLocked() || !cellref.getTrap().empty())
commitCrime(ptr, victim, OT_Trespassing, item.getCellRef().getFaction());
}
}
std::vector<std::pair<ESM::RefId, int>> MechanicsManager::getStolenItemOwners(const ESM::RefId& itemid)
{
std::vector<std::pair<ESM::RefId, int>> result;
StolenItemsMap::const_iterator it = mStolenItems.find(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 ESM::RefId& itemid, const MWWorld::Ptr& ptr)
{
StolenItemsMap::const_iterator it = mStolenItems.find(itemid);
if (it == mStolenItems.end())
return false;
const OwnerMap& owners = it->second;
const ESM::RefId& ownerid = ptr.getCellRef().getRefId();
OwnerMap::const_iterator ownerFound = owners.find(std::make_pair(ownerid, false));
if (ownerFound != owners.end())
return true;
const ESM::RefId& factionid = ptr.getClass().getPrimaryFaction(ptr);
if (!factionid.empty())
{
OwnerMap::const_iterator factionOwnerFound = owners.find(std::make_pair(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 ESM::RefId& itemId = 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 ESM::RefId& victimFaction = victim.getClass().getPrimaryFaction(victim);
if (!victimFaction.empty() && item.getCellRef().getFaction() == victimFaction) // Is the item faction-owned?
{
owner.first = victimFaction;
owner.second = true;
}
// 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);
store.remove(item, toRemove);
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(it->getCellRef().getRefId());
if (stolenIt == mStolenItems.end())
continue;
OwnerMap& owners = stolenIt->second;
int itemCount = it->getCellRef().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->getCellRef().getCount() - itemCount;
containerStore.add(*it, toMove);
store.remove(*it, toMove);
}
// 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 (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;
}
}
const bool isGold = item.getClass().isGold(item);
if (!isGold)
{
if (victim.isEmpty()
|| (victim.getClass().isActor() && victim.getCellRef().getCount() > 0
&& !victim.getClass().getCreatureStats(victim).isDead()))
mStolenItems[item.getCellRef().getRefId()][owner] += count;
}
if (alarm)
{
int value = count;
if (!isGold)
value *= item.getClass().getValue(item);
commitCrime(ptr, victim, OT_Theft, ownerCellRef->getFaction(), value);
}
}
bool MechanicsManager::commitCrime(const MWWorld::Ptr& player, const MWWorld::Ptr& victim, OffenseType type,
const ESM::RefId& factionId, int arg, bool victimAware)
{
// NOTE: victim may be empty
// Only player can commit crime
if (player != getPlayer())
return false;
if (type == OT_Assault)
victimAware = true;
// 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().getESMStore();
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, ESM::RefId::stringRefId("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, ESM::RefId(), arg);
// TODO: combat should be started with an "unaware" flag, which makes the victim flee?
if (!reported)
startCombat(victim, player, &playerFollowers);
}
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 ESM::RefId& factionId, int arg)
{
const MWWorld::Store<ESM::GameSetting>& store
= MWBase::Environment::get().getESMStore()->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().getESMStore();
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(AiSetting::Alarm).getBase() >= 100)
{
reported = true;
if (type == OT_Trespassing)
MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("intruder"));
}
}
for (const MWWorld::Ptr& actor : neighbors)
{
if (!canReportCrime(actor, victim, playerFollowers))
continue;
NpcStats& observerStats = actor.getClass().getNpcStats(actor);
int alarm = observerStats.getAiSetting(AiSetting::Alarm).getBase();
float alarmTerm = 0.01f * alarm;
bool isActorVictim = actor == victim;
float dispTerm = isActorVictim ? dispVictim : disp;
bool isActorGuard = actor.getClass().isClass(actor, "guard");
int currentDisposition = getDerivedDisposition(actor);
bool isPermanent = false;
bool applyOnlyIfHostile = false;
int dispositionModifier = 0;
// Murdering and trespassing seem to do not affect disposition
if (type == OT_Theft)
{
dispositionModifier = static_cast<int>(dispTerm * alarmTerm);
}
else if (type == OT_Pickpocket)
{
if (alarm >= 100 && isActorGuard)
dispositionModifier = static_cast<int>(dispTerm);
else if (isActorVictim && isActorGuard)
{
isPermanent = true;
dispositionModifier = static_cast<int>(dispTerm * alarmTerm);
}
else if (isActorVictim)
{
isPermanent = true;
dispositionModifier = static_cast<int>(dispTerm);
}
}
else if (type == OT_Assault)
{
if (isActorVictim && !isActorGuard)
{
isPermanent = true;
dispositionModifier = static_cast<int>(dispTerm);
}
else if (alarm >= 100)
dispositionModifier = static_cast<int>(dispTerm);
else if (isActorVictim && isActorGuard)
{
isPermanent = true;
dispositionModifier = static_cast<int>(dispTerm * alarmTerm);
}
else
{
applyOnlyIfHostile = true;
dispositionModifier = static_cast<int>(dispTerm * alarmTerm);
}
}
bool setCrimeId = false;
if (isPermanent && dispositionModifier != 0 && !applyOnlyIfHostile)
{
setCrimeId = true;
dispositionModifier = std::clamp(dispositionModifier, -currentDisposition, 100 - currentDisposition);
int baseDisposition = observerStats.getBaseDisposition();
observerStats.setBaseDisposition(baseDisposition + dispositionModifier);
}
else if (dispositionModifier != 0 && !applyOnlyIfHostile)
{
setCrimeId = true;
dispositionModifier = std::clamp(dispositionModifier, -currentDisposition, 100 - currentDisposition);
observerStats.modCrimeDispositionModifier(dispositionModifier);
}
if (isActorGuard && alarm >= 100)
{
// Mark as Alarmed for dialogue
observerStats.setAlarmed(true);
setCrimeId = true;
if (!observerStats.getAiSequence().isInPursuit())
{
observerStats.getAiSequence().stack(AiPursue(player), actor);
}
}
else
{
// If Alarm is 0, treat it like 100 to calculate a Fight modifier for a victim of pickpocketing.
// Observers which do not try to arrest player do not care about pickpocketing at all.
if (type == OT_Pickpocket && isActorVictim && alarmTerm == 0.0)
alarmTerm = 1.0;
else if (type == OT_Pickpocket && !isActorVictim)
alarmTerm = 0.0;
float fightTerm = static_cast<float>(isActorVictim ? fightVictim : fight);
fightTerm += getFightDispositionBias(dispTerm);
fightTerm += getFightDistanceBias(actor, player);
fightTerm *= alarmTerm;
const int observerFightRating = observerStats.getAiSetting(AiSetting::Fight).getBase();
if (observerFightRating + fightTerm > 100)
fightTerm = static_cast<float>(100 - observerFightRating);
fightTerm = std::max(0.f, fightTerm);
if (observerFightRating + fightTerm >= 100)
{
if (dispositionModifier != 0 && applyOnlyIfHostile)
{
dispositionModifier
= std::clamp(dispositionModifier, -currentDisposition, 100 - currentDisposition);
observerStats.modCrimeDispositionModifier(dispositionModifier);
}
startCombat(actor, player, &playerFollowers);
// Apply aggression value to the base Fight rating, so that the actor can continue fighting
// after a Calm spell wears off
observerStats.setAiSetting(AiSetting::Fight, observerFightRating + static_cast<int>(fightTerm));
setCrimeId = true;
// Mark as Alarmed for dialogue
observerStats.setAlarmed(true);
}
}
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid and restore their disposition to player character.
if (setCrimeId)
observerStats.setCrimeId(id);
}
if (reported)
{
player.getClass().getNpcStats(player).setBounty(
std::max(0, player.getClass().getNpcStats(player).getBounty() + arg));
// If committing a crime against a faction member, expell from the faction
if (!victim.isEmpty() && victim.getClass().isNpc())
{
const ESM::RefId& factionID = victim.getClass().getPrimaryFaction(victim);
const std::map<ESM::RefId, int>& playerRanks = player.getClass().getNpcStats(player).getFactionRanks();
if (playerRanks.find(factionID) != playerRanks.end())
{
player.getClass().getNpcStats(player).expell(factionID, true);
}
}
else if (!factionId.empty())
{
const std::map<ESM::RefId, int>& playerRanks = player.getClass().getNpcStats(player).getFactionRanks();
if (playerRanks.find(factionId) != playerRanks.end())
{
player.getClass().getNpcStats(player).expell(factionId, true);
}
}
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, &playerFollowers);
// 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;
if (canCommitCrimeAgainst(target, attacker))
commitCrime(attacker, target, MWBase::MechanicsManager::OT_Assault);
MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
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;
const ESM::RefId& script = target.getClass().getScript(target);
if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme")
&& attacker == player)
{
const int fight
= target.getClass().getCreatureStats(target).getAiSetting(AiSetting::Fight).getModified();
peaceful = (fight == 0);
}
if (!peaceful)
{
SidingCache cachedAllies{ mActors, false };
const std::set<MWWorld::Ptr>& attackerAllies = cachedAllies.getActorsSidingWith(attacker);
startCombat(target, attacker, &attackerAllies);
// Force friendly actors into combat to prevent infighting between followers
for (const auto& follower : cachedAllies.getActorsSidingWith(target))
{
if (follower != attacker && follower != player)
startCombat(follower, attacker, &attackerAllies);
}
}
}
}
return true;
}
bool MechanicsManager::canCommitCrimeAgainst(const MWWorld::Ptr& target, const MWWorld::Ptr& attacker)
{
const MWWorld::Class& cls = target.getClass();
const MWMechanics::CreatureStats& stats = cls.getCreatureStats(target);
const MWMechanics::AiSequence& seq = stats.getAiSequence();
return cls.isNpc() && !attacker.isEmpty() && !seq.isInCombat(attacker) && !isAggressive(target, attacker)
&& !seq.isEngagedWithActor() && !stats.getAiSequence().isInPursuit()
&& !cls.getNpcStats(target).isWerewolf()
&& stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Vampirism).getMagnitude() <= 0;
}
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().getESMStore()->get<ESM::GameSetting>();
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
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().getOrDefault(ESM::MagicEffect::Chameleon).getMagnitude();
float invisibility = stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Invisibility).getMagnitude();
float x = sneakTerm * distTerm * stats.getFatigueTerm() + chameleon;
if (invisibility > 0.f)
x += 100.f;
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().getOrDefault(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, const std::set<MWWorld::Ptr>* targetAllies)
{
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, ESM::RefId::stringRefId("attack"));
if (!stats.getAiSequence().isInCombat())
stats.resetFriendlyHits();
return;
}
const bool inCombat = stats.getAiSequence().isInCombat();
bool shout = !inCombat;
if (inCombat)
{
const auto isInCombatWithOneOf = [&](const auto& allies) {
for (const MWWorld::Ptr& ally : allies)
{
if (stats.getAiSequence().isInCombat(ally))
return true;
}
return false;
};
if (targetAllies)
shout = !isInCombatWithOneOf(*targetAllies);
else
{
shout = stats.getAiSequence().isInCombat(target);
if (!shout)
{
std::set<MWWorld::Ptr> sidingActors;
getActorsSidingWith(target, sidingActors);
shout = !isInCombatWithOneOf(sidingActors);
}
}
}
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
if (shout)
MWBase::Environment::get().getDialogueManager()->say(ptr, ESM::RefId::stringRefId("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()
.getOrDefault(ESM::MagicEffect::CalmHumanoid)
.getMagnitude()
> 0)
|| (!ptr.getClass().isNpc()
&& ptr.getClass()
.getCreatureStats(ptr)
.getMagicEffects()
.getOrDefault(ESM::MagicEffect::CalmCreature)
.getMagnitude()
> 0))
return false;
int disposition = 50;
if (ptr.getClass().isNpc())
disposition = getDerivedDisposition(ptr);
int fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(AiSetting::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(MWWorld::Globals::sPCKnownWerewolf)))
{
const ESM::GameSetting* iWerewolfFightMod
= MWBase::Environment::get().getESMStore()->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();
inv.equip(MWWorld::InventoryStore::Slot_Robe,
inv.ContainerStore::add(ESM::RefId::stringRefId("werewolfrobe"), 1));
}
else
{
inv.unequipSlot(MWWorld::InventoryStore::Slot_Robe);
inv.ContainerStore::remove(ESM::RefId::stringRefId("werewolfrobe"), 1);
}
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.hasFlag(ESM::ActiveSpells::Flag_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().getESMStore()->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::AiSetting::Alarm)
.getModified()
> 0)
{
reported = true;
break;
}
}
}
if (detected)
{
windowManager->messageBox("#{sWerewolfAlarmMessage}");
MWBase::Environment::get().getWorld()->setGlobalInt(MWWorld::Globals::sPCKnownWerewolf, 1);
if (reported)
{
npcStats.setBounty(
std::max(0, npcStats.getBounty() + gmst.find("iWereWolfBounty")->mValue.getInteger()));
}
}
}
}
void MechanicsManager::applyWerewolfAcrobatics(const MWWorld::Ptr& actor)
{
const ESM::Skill* acrobatics
= MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(ESM::Skill::Acrobatics);
MWMechanics::NpcStats& stats = actor.getClass().getNpcStats(actor);
auto& skill = stats.getSkill(acrobatics->mId);
skill.setModifier(acrobatics->mWerewolfValue - 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);
}
}