boost::shared_ptr<Action> prepareNextAction(const MWWorld::Ptr &actor, const MWWorld::Ptr &target) { Spells& spells = actor.getClass().getCreatureStats(actor).getSpells(); float bestActionRating = 0.f; // Default to hand-to-hand combat boost::shared_ptr<Action> bestAction (new ActionWeapon(MWWorld::Ptr())); if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf()) { bestAction->prepare(actor); return bestAction; } if (actor.getClass().hasInventoryStore(actor)) { MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor); for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { float rating = ratePotion(*it, actor); if (rating > bestActionRating) { bestActionRating = rating; bestAction.reset(new ActionPotion(*it)); } } for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { float rating = rateMagicItem(*it, actor, target); if (rating > bestActionRating) { bestActionRating = rating; bestAction.reset(new ActionEnchantedItem(it)); } } float bestArrowRating = 0; MWWorld::Ptr bestArrow; for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { float rating = rateWeapon(*it, actor, target, ESM::Weapon::Arrow); if (rating > bestArrowRating) { bestArrowRating = rating; bestArrow = *it; } } float bestBoltRating = 0; MWWorld::Ptr bestBolt; for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { float rating = rateWeapon(*it, actor, target, ESM::Weapon::Bolt); if (rating > bestBoltRating) { bestBoltRating = rating; bestBolt = *it; } } for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { std::vector<int> equipmentSlots = it->getClass().getEquipmentSlots(*it).first; if (std::find(equipmentSlots.begin(), equipmentSlots.end(), (int)MWWorld::InventoryStore::Slot_CarriedRight) == equipmentSlots.end()) continue; float rating = rateWeapon(*it, actor, target, -1, bestArrowRating, bestBoltRating); if (rating > bestActionRating) { const ESM::Weapon* weapon = it->get<ESM::Weapon>()->mBase; MWWorld::Ptr ammo; if (weapon->mData.mType == ESM::Weapon::MarksmanBow) ammo = bestArrow; else if (weapon->mData.mType == ESM::Weapon::MarksmanCrossbow) ammo = bestBolt; bestActionRating = rating; bestAction.reset(new ActionWeapon(*it, ammo)); } } } for (Spells::TIterator it = spells.begin(); it != spells.end(); ++it) { const ESM::Spell* spell = it->first; float rating = rateSpell(spell, actor, target); if (rating > bestActionRating) { bestActionRating = rating; bestAction.reset(new ActionSpell(spell->mId)); } } if (bestAction.get()) bestAction->prepare(actor); return bestAction; }
bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { MWWorld::Ptr target = getTarget(); if (target.isEmpty() || !target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered // with the MechanicsManager ) return false; // Target is not here right now, wait for it to return actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing); AiFollowStorage& storage = state.get<AiFollowStorage>(); // AiFollow requires the target to be in range and within sight for the initial activation if (!mActive) { storage.mTimer -= duration; if (storage.mTimer < 0) { if ((actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length2() < 500*500 && MWBase::Environment::get().getWorld()->getLOS(actor, target)) mActive = true; storage.mTimer = 0.5f; } } if (!mActive) return false; ESM::Position pos = actor.getRefData().getPosition(); //position of the actor float followDistance = 180; // When there are multiple actors following the same target, they form a group with each group member at 180*(i+1) distance to the target int i=0; std::list<int> followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowingIndices(target); followers.sort(); for (std::list<int>::iterator it = followers.begin(); it != followers.end(); ++it) { if (*it == mFollowIndex) followDistance *= (i+1); ++i; } if(!mAlwaysFollow) //Update if you only follow for a bit { //Check if we've run out of time if (mDuration != 0) { mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600); if (mRemainingDuration <= 0) { mRemainingDuration = mDuration; return true; } } if((pos.pos[0]-mX)*(pos.pos[0]-mX) + (pos.pos[1]-mY)*(pos.pos[1]-mY) + (pos.pos[2]-mZ)*(pos.pos[2]-mZ) < followDistance*followDistance) //Close-ish to final position { if(actor.getCell()->isExterior()) //Outside? { if(mCellId == "") //No cell to travel to return true; } else { if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to return true; } } } //Set the target destination from the actor ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos; if (!storage.mMoving) { const float threshold = 10; // to avoid constant switching between moving/stopping followDistance += threshold; } storage.mMoving = !pathTo(actor, dest, duration, followDistance); // Go to the destination if (storage.mMoving) { //Check if you're far away float dist = distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]); if (dist > 450) actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run else if (dist < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk } return false; }
void Recharge::onItemClicked(MyGUI::Widget *sender) { MWWorld::Ptr gem = *mGemIcon->getUserData<MWWorld::Ptr>(); if (!gem.getRefData().getCount()) return; MWWorld::Ptr item = *sender->getUserData<MWWorld::Ptr>(); MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); MWMechanics::CreatureStats& stats = player.getClass().getCreatureStats(player); MWMechanics::NpcStats& npcStats = player.getClass().getNpcStats(player); float luckTerm = 0.1f * stats.getAttribute(ESM::Attribute::Luck).getModified(); if (luckTerm < 1|| luckTerm > 10) luckTerm = 1; float intelligenceTerm = 0.2f * stats.getAttribute(ESM::Attribute::Intelligence).getModified(); if (intelligenceTerm > 20) intelligenceTerm = 20; if (intelligenceTerm < 1) intelligenceTerm = 1; float x = (npcStats.getSkill(ESM::Skill::Enchant).getModified() + intelligenceTerm + luckTerm) * stats.getFatigueTerm(); int roll = OEngine::Misc::Rng::roll0to99(); if (roll < x) { std::string soul = gem.getCellRef().getSoul(); const ESM::Creature *creature = MWBase::Environment::get().getWorld()->getStore().get<ESM::Creature>().find(soul); float restored = creature->mData.mSoul * (roll / x); const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find( item.getClass().getEnchantment(item)); item.getCellRef().setEnchantmentCharge( std::min(item.getCellRef().getEnchantmentCharge() + restored, static_cast<float>(enchantment->mData.mCharge))); player.getClass().getContainerStore(player).restack(item); player.getClass().skillUsageSucceeded (player, ESM::Skill::Enchant, 0); } gem.getContainerStore()->remove(gem, 1, player); if (gem.getRefData().getCount() == 0) { std::string message = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sNotifyMessage51")->getString(); message = boost::str(boost::format(message) % gem.getClass().getName(gem)); MWBase::Environment::get().getWindowManager()->messageBox(message); // special case: readd Azura's Star if (Misc::StringUtils::ciEqual(gem.get<ESM::Miscellaneous>()->mBase->mId, "Misc_SoulGem_Azura")) player.getClass().getContainerStore(player).add("Misc_SoulGem_Azura", 1, player); } updateView(); }
void AlchemyWindow::update() { mSortModel->clearDragItems(); MWMechanics::Alchemy::TIngredientsIterator it = mAlchemy.beginIngredients (); for (int i=0; i<4; ++i) { MyGUI::ImageBox* ingredient = mIngredients[i]; MWWorld::Ptr item; if (it != mAlchemy.endIngredients ()) { item = *it; ++it; } if (!item.isEmpty()) mSortModel->addDragItem(item, item.getRefData().getCount()); if (ingredient->getChildCount()) MyGUI::Gui::getInstance().destroyWidget(ingredient->getChildAt(0)); ingredient->setImageTexture(""); ingredient->clearUserStrings (); if (item.isEmpty ()) continue; ingredient->setUserString("ToolTipType", "ItemPtr"); ingredient->setUserData(item); ingredient->setImageTexture(getIconPath(item)); MyGUI::TextBox* text = ingredient->createWidget<MyGUI::TextBox>("SandBrightText", MyGUI::IntCoord(0, 14, 32, 18), MyGUI::Align::Default, std::string("Label")); text->setTextAlign(MyGUI::Align::Right); text->setNeedMouseFocus(false); text->setTextShadow(true); text->setTextShadowColour(MyGUI::Colour(0,0,0)); text->setCaption(getCountString(ingredient->getUserData<MWWorld::Ptr>()->getRefData().getCount())); } mItemView->update(); std::vector<ESM::ENAMstruct> effects; ESM::EffectList list; list.mList = effects; for (MWMechanics::Alchemy::TEffectsIterator it = mAlchemy.beginEffects (); it != mAlchemy.endEffects (); ++it) { list.mList.push_back(*it); } while (mEffectsBox->getChildCount()) MyGUI::Gui::getInstance().destroyWidget(mEffectsBox->getChildAt(0)); MyGUI::IntCoord coord(0, 0, mEffectsBox->getWidth(), 24); Widgets::MWEffectListPtr effectsWidget = mEffectsBox->createWidget<Widgets::MWEffectList> ("MW_StatName", coord, MyGUI::Align::Left | MyGUI::Align::Top); Widgets::SpellEffectList _list = Widgets::MWEffectList::effectListFromESM(&list); effectsWidget->setEffectList(_list); std::vector<MyGUI::Widget*> effectItems; effectsWidget->createEffectWidgets(effectItems, mEffectsBox, coord, false, 0); effectsWidget->setCoord(coord); }
void Container::unlock (const MWWorld::Ptr& ptr) const { ptr.getCellRef().lockLevel = 0; }
bool MWDialogue::Filter::getSelectStructBoolean (const SelectWrapper& select) const { MWWorld::Ptr player = MWMechanics::getPlayer(); switch (select.getFunction()) { case SelectWrapper::Function_False: return false; case SelectWrapper::Function_NotId: return !Misc::StringUtils::ciEqual(mActor.getCellRef().getRefId(), select.getName()); case SelectWrapper::Function_NotFaction: return !Misc::StringUtils::ciEqual(mActor.getClass().getPrimaryFaction(mActor), select.getName()); case SelectWrapper::Function_NotClass: return !Misc::StringUtils::ciEqual(mActor.get<ESM::NPC>()->mBase->mClass, select.getName()); case SelectWrapper::Function_NotRace: return !Misc::StringUtils::ciEqual(mActor.get<ESM::NPC>()->mBase->mRace, select.getName()); case SelectWrapper::Function_NotCell: return !Misc::StringUtils::ciEqual(MWBase::Environment::get().getWorld()->getCellName(mActor.getCell()) , select.getName()); case SelectWrapper::Function_NotLocal: { std::string scriptName = mActor.getClass().getScript (mActor); if (scriptName.empty()) // This actor has no attached script, so there is no local variable return true; const Compiler::Locals& localDefs = MWBase::Environment::get().getScriptManager()->getLocals (scriptName); return localDefs.getIndex (Misc::StringUtils::lowerCase (select.getName()))==-1; } case SelectWrapper::Function_SameGender: return (player.get<ESM::NPC>()->mBase->mFlags & ESM::NPC::Female)== (mActor.get<ESM::NPC>()->mBase->mFlags & ESM::NPC::Female); case SelectWrapper::Function_SameRace: return Misc::StringUtils::ciEqual(mActor.get<ESM::NPC>()->mBase->mRace, player.get<ESM::NPC>()->mBase->mRace); case SelectWrapper::Function_SameFaction: return player.getClass().getNpcStats (player).isInFaction(mActor.getClass().getPrimaryFaction(mActor)); case SelectWrapper::Function_PcCommonDisease: return player.getClass().getCreatureStats (player).hasCommonDisease(); case SelectWrapper::Function_PcBlightDisease: return player.getClass().getCreatureStats (player).hasBlightDisease(); case SelectWrapper::Function_PcCorprus: return player.getClass().getCreatureStats (player). getMagicEffects().get (ESM::MagicEffect::Corprus).getMagnitude()!=0; case SelectWrapper::Function_PcExpelled: { std::string faction = mActor.getClass().getPrimaryFaction(mActor); if (faction.empty()) return false; return player.getClass().getNpcStats(player).getExpelled(faction); } case SelectWrapper::Function_PcVampire: return player.getClass().getCreatureStats(player).getMagicEffects(). get(ESM::MagicEffect::Vampirism).getMagnitude() > 0; case SelectWrapper::Function_TalkedToPc: return mTalkedToPlayer; case SelectWrapper::Function_Alarmed: return mActor.getClass().getCreatureStats (mActor).isAlarmed(); case SelectWrapper::Function_Detected: return MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, mActor); case SelectWrapper::Function_Attacked: return mActor.getClass().getCreatureStats (mActor).getAttacked(); case SelectWrapper::Function_ShouldAttack: return MWBase::Environment::get().getMechanicsManager()->isAggressive(mActor, MWMechanics::getPlayer()); case SelectWrapper::Function_Werewolf: return mActor.getClass().getNpcStats (mActor).isWerewolf(); default: throw std::runtime_error ("unknown boolean select function"); } }
void MWState::StateManager::saveGame (const std::string& description, const Slot *slot) { try { ESM::SavedGame profile; MWBase::World& world = *MWBase::Environment::get().getWorld(); MWWorld::Ptr player = world.getPlayerPtr(); profile.mContentFiles = world.getContentFiles(); profile.mPlayerName = player.get<ESM::NPC>()->mBase->mName; profile.mPlayerLevel = player.getClass().getNpcStats (player).getLevel(); std::string classId = player.get<ESM::NPC>()->mBase->mClass; if (world.getStore().get<ESM::Class>().isDynamic(classId)) profile.mPlayerClassName = world.getStore().get<ESM::Class>().find(classId)->mName; else profile.mPlayerClassId = classId; profile.mPlayerCell = world.getCellName(); profile.mInGameTime.mGameHour = world.getTimeStamp().getHour(); profile.mInGameTime.mDay = world.getDay(); profile.mInGameTime.mMonth = world.getMonth(); profile.mInGameTime.mYear = world.getYear(); profile.mTimePlayed = mTimePlayed; profile.mDescription = description; writeScreenshot(profile.mScreenshot); if (!slot) slot = getCurrentCharacter()->createSlot (profile); else slot = getCurrentCharacter()->updateSlot (slot, profile); // Write to a memory stream first. If there is an exception during the save process, we don't want to trash the // existing save file we are overwriting. std::stringstream stream; ESM::ESMWriter writer; const std::vector<std::string>& current = MWBase::Environment::get().getWorld()->getContentFiles(); for (std::vector<std::string>::const_iterator iter (current.begin()); iter!=current.end(); ++iter) writer.addMaster (*iter, 0); // not using the size information anyway -> use value of 0 writer.setFormat (ESM::SavedGame::sCurrentFormat); // all unused writer.setVersion(0); writer.setType(0); writer.setAuthor(""); writer.setDescription(""); int recordCount = 1 // saved game header +MWBase::Environment::get().getJournal()->countSavedGameRecords() +MWBase::Environment::get().getWorld()->countSavedGameRecords() +MWBase::Environment::get().getScriptManager()->getGlobalScripts().countSavedGameRecords() +MWBase::Environment::get().getDialogueManager()->countSavedGameRecords() +MWBase::Environment::get().getWindowManager()->countSavedGameRecords() +MWBase::Environment::get().getMechanicsManager()->countSavedGameRecords(); writer.setRecordCount (recordCount); writer.save (stream); Loading::Listener& listener = *MWBase::Environment::get().getWindowManager()->getLoadingScreen(); // Using only Cells for progress information, since they typically have the largest records by far listener.setProgressRange(MWBase::Environment::get().getWorld()->countSavedGameCells()); listener.setLabel("#{sNotifyMessage4}", true); Loading::ScopedLoad load(&listener); writer.startRecord (ESM::REC_SAVE); slot->mProfile.save (writer); writer.endRecord (ESM::REC_SAVE); MWBase::Environment::get().getJournal()->write (writer, listener); MWBase::Environment::get().getDialogueManager()->write (writer, listener); MWBase::Environment::get().getWorld()->write (writer, listener); MWBase::Environment::get().getScriptManager()->getGlobalScripts().write (writer, listener); MWBase::Environment::get().getWindowManager()->write(writer, listener); MWBase::Environment::get().getMechanicsManager()->write(writer, listener); // Ensure we have written the number of records that was estimated if (writer.getRecordCount() != recordCount+1) // 1 extra for TES3 record std::cerr << "Warning: number of written savegame records does not match. Estimated: " << recordCount+1 << ", written: " << writer.getRecordCount() << std::endl; writer.close(); if (stream.fail()) throw std::runtime_error("Write operation failed (memory stream)"); // All good, write to file boost::filesystem::ofstream filestream (slot->mPath, std::ios::binary); filestream << stream.rdbuf(); if (filestream.fail()) throw std::runtime_error("Write operation failed (file stream)"); Settings::Manager::setString ("character", "Saves", slot->mPath.parent_path().filename().string()); } catch (const std::exception& e) { std::stringstream error; error << "Failed to save game: " << e.what(); std::cerr << error.str() << std::endl; std::vector<std::string> buttons; buttons.push_back("#{sOk}"); MWBase::Environment::get().getWindowManager()->interactiveMessageBox(error.str(), buttons); // If no file was written, clean up the slot if (slot && !boost::filesystem::exists(slot->mPath)) getCurrentCharacter()->deleteSlot(slot); } }
bool blockMeleeAttack(const MWWorld::Ptr &attacker, const MWWorld::Ptr &blocker, const MWWorld::Ptr &weapon, float damage, float attackStrength) { if (!blocker.getClass().hasInventoryStore(blocker)) return false; MWMechanics::CreatureStats& blockerStats = blocker.getClass().getCreatureStats(blocker); if (blockerStats.getKnockedDown() // Used for both knockout or knockdown || blockerStats.getHitRecovery() || blockerStats.isParalyzed()) return false; if (!MWBase::Environment::get().getMechanicsManager()->isReadyToBlock(blocker)) return false; MWWorld::InventoryStore& inv = blocker.getClass().getInventoryStore(blocker); MWWorld::ContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); if (shield == inv.end() || shield->getTypeName() != typeid(ESM::Armor).name()) return false; if (!blocker.getRefData().getBaseNode()) return false; // shouldn't happen float angleDegrees = osg::RadiansToDegrees( signedAngleRadians ( (attacker.getRefData().getPosition().asVec3() - blocker.getRefData().getPosition().asVec3()), blocker.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0), osg::Vec3f(0,0,1))); const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>(); if (angleDegrees < gmst.find("fCombatBlockLeftAngle")->getFloat()) return false; if (angleDegrees > gmst.find("fCombatBlockRightAngle")->getFloat()) return false; MWMechanics::CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker); float blockTerm = blocker.getClass().getSkill(blocker, ESM::Skill::Block) + 0.2f * blockerStats.getAttribute(ESM::Attribute::Agility).getModified() + 0.1f * blockerStats.getAttribute(ESM::Attribute::Luck).getModified(); float enemySwing = attackStrength; float swingTerm = enemySwing * gmst.find("fSwingBlockMult")->getFloat() + gmst.find("fSwingBlockBase")->getFloat(); float blockerTerm = blockTerm * swingTerm; if (blocker.getClass().getMovementSettings(blocker).mPosition[1] <= 0) blockerTerm *= gmst.find("fBlockStillBonus")->getFloat(); blockerTerm *= blockerStats.getFatigueTerm(); int attackerSkill = 0; if (weapon.isEmpty()) attackerSkill = attacker.getClass().getSkill(attacker, ESM::Skill::HandToHand); else attackerSkill = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon)); float attackerTerm = attackerSkill + 0.2f * attackerStats.getAttribute(ESM::Attribute::Agility).getModified() + 0.1f * attackerStats.getAttribute(ESM::Attribute::Luck).getModified(); attackerTerm *= attackerStats.getFatigueTerm(); int x = int(blockerTerm - attackerTerm); int iBlockMaxChance = gmst.find("iBlockMaxChance")->getInt(); int iBlockMinChance = gmst.find("iBlockMinChance")->getInt(); x = std::min(iBlockMaxChance, std::max(iBlockMinChance, x)); if (Misc::Rng::roll0to99() < x) { // Reduce shield durability by incoming damage int shieldhealth = shield->getClass().getItemHealth(*shield); shieldhealth -= std::min(shieldhealth, int(damage)); shield->getCellRef().setCharge(shieldhealth); if (shieldhealth == 0) inv.unequipItem(*shield, blocker); // Reduce blocker fatigue const float fFatigueBlockBase = gmst.find("fFatigueBlockBase")->getFloat(); const float fFatigueBlockMult = gmst.find("fFatigueBlockMult")->getFloat(); const float fWeaponFatigueBlockMult = gmst.find("fWeaponFatigueBlockMult")->getFloat(); MWMechanics::DynamicStat<float> fatigue = blockerStats.getFatigue(); float normalizedEncumbrance = blocker.getClass().getNormalizedEncumbrance(blocker); normalizedEncumbrance = std::min(1.f, normalizedEncumbrance); float fatigueLoss = fFatigueBlockBase + normalizedEncumbrance * fFatigueBlockMult; if (!weapon.isEmpty()) fatigueLoss += weapon.getClass().getWeight(weapon) * attackStrength * fWeaponFatigueBlockMult; fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); blockerStats.setFatigue(fatigue); blockerStats.setBlock(true); if (blocker == getPlayer()) blocker.getClass().skillUsageSucceeded(blocker, ESM::Skill::Block, 0); return true; } return false; }
void Recharge::onItemClicked(MyGUI::Widget *sender) { MWWorld::Ptr gem = *mGemIcon->getUserData<MWWorld::Ptr>(); if (!gem.getRefData().getCount()) return; MWWorld::Ptr item = *sender->getUserData<MWWorld::Ptr>(); MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer(); MWMechanics::CreatureStats& stats = player.getClass().getCreatureStats(player); MWMechanics::NpcStats& npcStats = player.getClass().getNpcStats(player); float luckTerm = 0.1 * stats.getAttribute(ESM::Attribute::Luck).getModified(); if (luckTerm < 1|| luckTerm > 10) luckTerm = 1; float intelligenceTerm = 0.2 * stats.getAttribute(ESM::Attribute::Intelligence).getModified(); if (intelligenceTerm > 20) intelligenceTerm = 20; if (intelligenceTerm < 1) intelligenceTerm = 1; float x = (npcStats.getSkill(ESM::Skill::Enchant).getModified() + intelligenceTerm + luckTerm) * stats.getFatigueTerm(); int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99] if (roll < x) { std::string soul = gem.getCellRef().mSoul; const ESM::Creature *creature = MWBase::Environment::get().getWorld()->getStore().get<ESM::Creature>().find(soul); float restored = creature->mData.mSoul * (roll / x); const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find( item.getClass().getEnchantment(item)); item.getCellRef().mEnchantmentCharge = std::min(item.getCellRef().mEnchantmentCharge + restored, static_cast<float>(enchantment->mData.mCharge)); player.getClass().skillUsageSucceeded (player, ESM::Skill::Enchant, 0); } gem.getContainerStore()->remove(gem, 1, player); if (gem.getRefData().getCount() == 0) { std::string message = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sNotifyMessage51")->getString(); message = boost::str(boost::format(message) % gem.getClass().getName(gem)); MWBase::Environment::get().getWindowManager()->messageBox(message); } updateView(); }
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor) { TSlots slots_; initSlots (slots_); // Disable model update during auto-equip mUpdatesEnabled = false; for (ContainerStoreIterator iter (begin()); iter!=end(); ++iter) { Ptr test = *iter; // Don't autoEquip lights. Handled in Actors::updateEquippedLight based on environment light. if (test.getTypeName() == typeid(ESM::Light).name()) { continue; } // Only autoEquip if we are the original owner of the item. // This stops merchants from auto equipping anything you sell to them. // ...unless this is a companion, he should always equip items given to him. if (!Misc::StringUtils::ciEqual(test.getCellRef().getOwner(), actor.getCellRef().getRefId()) && (actor.getClass().getScript(actor).empty() || !actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion"))) continue; int testSkill = test.getClass().getEquipmentSkill (test); std::pair<std::vector<int>, bool> itemsSlots = iter->getClass().getEquipmentSlots (*iter); for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin()); iter2!=itemsSlots.first.end(); ++iter2) { if (*iter2 == Slot_CarriedRight) // Items in right hand are situational use, so don't equip them. // Equipping weapons is handled by AiCombat. Anything else (lockpicks, probes) can't be used by NPCs anyway (yet) continue; if (slots_.at (*iter2)!=end()) { Ptr old = *slots_.at (*iter2); // check skill int oldSkill = old.getClass().getEquipmentSkill (old); bool use = false; if (testSkill!=-1 && oldSkill==-1) use = true; else if (testSkill!=-1 && oldSkill!=-1 && testSkill!=oldSkill) { if (actor.getClass().getSkill(actor, oldSkill) > actor.getClass().getSkill (actor, testSkill)) continue; // rejected, because old item better matched the NPC's skills. if (actor.getClass().getSkill(actor, oldSkill) < actor.getClass().getSkill (actor, testSkill)) use = true; } if (!use) { // check value if (old.getClass().getValue (old)>= test.getClass().getValue (test)) { continue; } } } switch(test.getClass().canBeEquipped (test, actor).first) { case 0: continue; case 2: slots_[MWWorld::InventoryStore::Slot_CarriedLeft] = end(); break; case 3: // Prefer keeping twohanded weapon break; } if (!itemsSlots.second) // if itemsSlots.second is true, item can stay stacked when equipped { // unstack item pointed to by iterator if required if (iter->getRefData().getCount() > 1) { unstack(*iter, actor); } } slots_[*iter2] = iter; break; } } bool changed = false; for (std::size_t i=0; i<slots_.size(); ++i) if (slots_[i]!=mSlots[i]) { changed = true; } mUpdatesEnabled = true; if (changed) { mSlots.swap (slots_); fireEquipmentChangedEvent(); updateMagicEffects(actor); flagAsModified(); } }
void projectileHit(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, MWWorld::Ptr weapon, const MWWorld::Ptr &projectile, const osg::Vec3f& hitPosition, float attackStrength) { MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>(); if(victim.isEmpty() || !victim.getClass().isActor() || victim.getClass().getCreatureStats(victim).isDead()) // Can't hit non-actors or dead actors { reduceWeaponCondition(0.f, false, weapon, attacker); return; } if(attacker == getPlayer()) MWBase::Environment::get().getWindowManager()->setEnemy(victim); int weapskill = ESM::Skill::Marksman; if(!weapon.isEmpty()) weapskill = weapon.getClass().getEquipmentSkill(weapon); int skillValue = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon)); if (Misc::Rng::roll0to99() >= getHitChance(attacker, victim, skillValue)) { victim.getClass().onHit(victim, 0.0f, false, projectile, attacker, false); MWMechanics::reduceWeaponCondition(0.f, false, weapon, attacker); return; } const unsigned char* attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop; float damage = attack[0] + ((attack[1]-attack[0])*attackStrength); // Bow/crossbow damage // Arrow/bolt damage // NB in case of thrown weapons, we are applying the damage twice since projectile == weapon attack = projectile.get<ESM::Weapon>()->mBase->mData.mChop; damage += attack[0] + ((attack[1]-attack[0])*attackStrength); adjustWeaponDamage(damage, weapon, attacker); reduceWeaponCondition(damage, true, weapon, attacker); if(attacker == getPlayer()) attacker.getClass().skillUsageSucceeded(attacker, weapskill, 0); if (victim.getClass().getCreatureStats(victim).getKnockedDown()) damage *= gmst.find("fCombatKODamageMult")->getFloat(); // Apply "On hit" effect of the weapon bool appliedEnchantment = applyEnchantment(attacker, victim, weapon, hitPosition); if (weapon != projectile) appliedEnchantment = applyEnchantment(attacker, victim, projectile, hitPosition); if (damage > 0) MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition); // Non-enchanted arrows shot at enemies have a chance to turn up in their inventory if (victim != getPlayer() && !appliedEnchantment) { float fProjectileThrownStoreChance = gmst.find("fProjectileThrownStoreChance")->getFloat(); if (Misc::Rng::rollProbability() < fProjectileThrownStoreChance / 100.f) victim.getClass().getContainerStore(victim).add(projectile, 1, victim); } victim.getClass().onHit(victim, damage, true, projectile, attacker, true); }
bool AiTravel::execute (const MWWorld::Ptr& actor,float duration) { MWBase::World *world = MWBase::Environment::get().getWorld(); ESM::Position pos = actor.getRefData().getPosition(); Movement &movement = actor.getClass().getMovementSettings(actor); const ESM::Cell *cell = actor.getCell()->getCell(); actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false); MWWorld::Ptr player = world->getPlayerPtr(); if(cell->mData.mX != player.getCell()->getCell()->mData.mX) { int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX); //check if actor is near the border of an inactive cell. If so, stop walking. if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f)) { movement.mPosition[1] = 0; return false; } } if(cell->mData.mY != player.getCell()->getCell()->mData.mY) { int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY); //check if actor is near the border of an inactive cell. If so, stop walking. if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f)) { movement.mPosition[1] = 0; return false; } } bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY; if(!mPathFinder.isPathConstructed() || cellChange) { mCellX = cell->mData.mX; mCellY = cell->mData.mY; ESM::Pathgrid::Point dest; dest.mX = mX; dest.mY = mY; dest.mZ = mZ; ESM::Pathgrid::Point start; start.mX = pos.pos[0]; start.mY = pos.pos[1]; start.mZ = pos.pos[2]; mPathFinder.buildPath(start, dest, actor.getCell(), true); } if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2])) { movement.mPosition[1] = 0; return true; } zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]))); movement.mPosition[1] = 1; return false; }
virtual void execute (Interpreter::Runtime& runtime) { MWWorld::Ptr ptr = R()(runtime); runtime.push (ptr.getClass().getNpcStats (ptr).getReputation ()); }
float rateWeapon (const MWWorld::Ptr &item, const MWWorld::Ptr& actor, const MWWorld::Ptr& target, int type, float arrowRating, float boltRating) { if (item.getTypeName() != typeid(ESM::Weapon).name()) return 0.f; const ESM::Weapon* weapon = item.get<ESM::Weapon>()->mBase; if (type != -1 && weapon->mData.mType != type) return 0.f; float rating=0.f; if (weapon->mData.mType >= ESM::Weapon::MarksmanBow) { rating = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2.f; } else { for (int i=0; i<2; ++i) { rating += weapon->mData.mSlash[i]; rating += weapon->mData.mThrust[i]; rating += weapon->mData.mChop[i]; } rating /= 6.f; } if (item.getClass().hasItemHealth(item)) { if (item.getClass().getItemHealth(item) == 0) return 0.f; rating *= item.getClass().getItemHealth(item) / float(item.getClass().getItemMaxHealth(item)); } if (weapon->mData.mType == ESM::Weapon::MarksmanBow) { if (arrowRating <= 0.f) rating = 0.f; else rating += arrowRating; } else if (weapon->mData.mType == ESM::Weapon::MarksmanCrossbow) { if (boltRating <= 0.f) rating = 0.f; else rating += boltRating; } if (!weapon->mEnchant.empty()) { const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(weapon->mEnchant); if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes && (item.getCellRef().getEnchantmentCharge() == -1 || item.getCellRef().getEnchantmentCharge() >= enchantment->mData.mCost)) rating += rateEffects(enchantment->mEffects, actor, target); } int skill = item.getClass().getEquipmentSkill(item); if (skill != -1) rating *= actor.getClass().getSkill(actor, skill) / 100.f; return rating; }
bool MWDialogue::Filter::testSelectStructNumeric (const SelectWrapper& select) const { switch (select.getFunction()) { case SelectWrapper::Function_Global: // internally all globals are float :( return select.selectCompare ( MWBase::Environment::get().getWorld()->getGlobalFloat (select.getName())); case SelectWrapper::Function_Local: { std::string scriptName = mActor.getClass().getScript (mActor); if (scriptName.empty()) return false; // no script std::string name = Misc::StringUtils::lowerCase (select.getName()); const Compiler::Locals& localDefs = MWBase::Environment::get().getScriptManager()->getLocals (scriptName); char type = localDefs.getType (name); if (type==' ') return false; // script does not have a variable of this name. int index = localDefs.getIndex (name); if (index < 0) return false; // shouldn't happen, we checked that variable has a type above, so must exist const MWScript::Locals& locals = mActor.getRefData().getLocals(); switch (type) { case 's': return select.selectCompare (static_cast<int> (locals.mShorts[index])); case 'l': return select.selectCompare (locals.mLongs[index]); case 'f': return select.selectCompare (locals.mFloats[index]); } throw std::logic_error ("unknown local variable type in dialogue filter"); } case SelectWrapper::Function_PcHealthPercent: { MWWorld::Ptr player = MWMechanics::getPlayer(); float ratio = player.getClass().getCreatureStats (player).getHealth().getCurrent() / player.getClass().getCreatureStats (player).getHealth().getModified(); return select.selectCompare (static_cast<int>(ratio*100)); } case SelectWrapper::Function_PcDynamicStat: { MWWorld::Ptr player = MWMechanics::getPlayer(); float value = player.getClass().getCreatureStats (player). getDynamic (select.getArgument()).getCurrent(); return select.selectCompare (value); } case SelectWrapper::Function_HealthPercent: { float ratio = mActor.getClass().getCreatureStats (mActor).getHealth().getCurrent() / mActor.getClass().getCreatureStats (mActor).getHealth().getModified(); return select.selectCompare (static_cast<int>(ratio*100)); } default: throw std::runtime_error ("unknown numeric select function"); } }
void Recharge::updateView() { MWWorld::Ptr gem = *mGemIcon->getUserData<MWWorld::Ptr>(); std::string soul = gem.getCellRef().mSoul; const ESM::Creature *creature = MWBase::Environment::get().getWorld()->getStore().get<ESM::Creature>().find(soul); mChargeLabel->setCaptionWithReplacing("#{sCharges} " + boost::lexical_cast<std::string>(creature->mData.mSoul)); bool toolBoxVisible = (gem.getRefData().getCount() != 0); mGemBox->setVisible(toolBoxVisible); bool toolBoxWasVisible = (mBox->getPosition().top != mGemBox->getPosition().top); if (toolBoxVisible && !toolBoxWasVisible) { // shrink mBox->setPosition(mBox->getPosition() + MyGUI::IntPoint(0, mGemBox->getSize().height)); mBox->setSize(mBox->getSize() - MyGUI::IntSize(0,mGemBox->getSize().height)); } else if (!toolBoxVisible && toolBoxWasVisible) { // expand mBox->setPosition(MyGUI::IntPoint (mBox->getPosition().left, mGemBox->getPosition().top)); mBox->setSize(mBox->getSize() + MyGUI::IntSize(0,mGemBox->getSize().height)); } while (mView->getChildCount()) MyGUI::Gui::getInstance().destroyWidget(mView->getChildAt(0)); int currentY = 0; MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer(); MWWorld::ContainerStore& store = MWWorld::Class::get(player).getContainerStore(player); for (MWWorld::ContainerStoreIterator iter (store.begin()); iter!=store.end(); ++iter) { std::string enchantmentName = iter->getClass().getEnchantment(*iter); if (enchantmentName.empty()) continue; const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(enchantmentName); if (iter->getCellRef().mEnchantmentCharge >= enchantment->mData.mCharge || iter->getCellRef().mEnchantmentCharge == -1) continue; MyGUI::TextBox* text = mView->createWidget<MyGUI::TextBox> ( "SandText", MyGUI::IntCoord(8, currentY, mView->getWidth()-8, 18), MyGUI::Align::Default); text->setCaption(MWWorld::Class::get(*iter).getName(*iter)); text->setNeedMouseFocus(false); currentY += 19; MyGUI::ImageBox* icon = mView->createWidget<MyGUI::ImageBox> ( "ImageBox", MyGUI::IntCoord(16, currentY, 32, 32), MyGUI::Align::Default); std::string path = std::string("icons\\"); path += MWWorld::Class::get(*iter).getInventoryIcon(*iter); int pos = path.rfind("."); path.erase(pos); path.append(".dds"); icon->setImageTexture (path); icon->setUserString("ToolTipType", "ItemPtr"); icon->setUserData(*iter); icon->eventMouseButtonClick += MyGUI::newDelegate(this, &Recharge::onItemClicked); icon->eventMouseWheel += MyGUI::newDelegate(this, &Recharge::onMouseWheel); Widgets::MWDynamicStatPtr chargeWidget = mView->createWidget<Widgets::MWDynamicStat> ("MW_ChargeBar", MyGUI::IntCoord(72, currentY+2, 199, 20), MyGUI::Align::Default); chargeWidget->setValue(iter->getCellRef().mEnchantmentCharge, enchantment->mData.mCharge); chargeWidget->setNeedMouseFocus(false); currentY += 32 + 4; } mView->setCanvasSize (MyGUI::IntSize(mView->getWidth(), std::max(mView->getHeight(), currentY))); }
int MWDialogue::Filter::getSelectStructInteger (const SelectWrapper& select) const { MWWorld::Ptr player = MWMechanics::getPlayer(); switch (select.getFunction()) { case SelectWrapper::Function_Journal: return MWBase::Environment::get().getJournal()->getJournalIndex (select.getName()); case SelectWrapper::Function_Item: { MWWorld::ContainerStore& store = player.getClass().getContainerStore (player); return store.count(select.getName()); } case SelectWrapper::Function_Dead: return MWBase::Environment::get().getMechanicsManager()->countDeaths (select.getName()); case SelectWrapper::Function_Choice: return mChoice; case SelectWrapper::Function_AiSetting: return mActor.getClass().getCreatureStats (mActor).getAiSetting ( (MWMechanics::CreatureStats::AiSetting)select.getArgument()).getModified(); case SelectWrapper::Function_PcAttribute: return player.getClass().getCreatureStats (player). getAttribute (select.getArgument()).getModified(); case SelectWrapper::Function_PcSkill: return static_cast<int> (player.getClass(). getNpcStats (player).getSkill (select.getArgument()).getModified()); case SelectWrapper::Function_FriendlyHit: { int hits = mActor.getClass().getCreatureStats (mActor).getFriendlyHits(); return hits>4 ? 4 : hits; } case SelectWrapper::Function_PcLevel: return player.getClass().getCreatureStats (player).getLevel(); case SelectWrapper::Function_PcGender: return player.get<ESM::NPC>()->mBase->isMale() ? 0 : 1; case SelectWrapper::Function_PcClothingModifier: { MWWorld::InventoryStore& store = player.getClass().getInventoryStore (player); int value = 0; for (int i=0; i<=15; ++i) // everything except things held in hands and ammunition { MWWorld::ContainerStoreIterator slot = store.getSlot (i); if (slot!=store.end()) value += slot->getClass().getValue (*slot); } return value; } case SelectWrapper::Function_PcCrimeLevel: return player.getClass().getNpcStats (player).getBounty(); case SelectWrapper::Function_RankRequirement: { std::string faction = mActor.getClass().getPrimaryFaction(mActor); if (faction.empty()) return 0; int rank = getFactionRank (player, faction); if (rank>=9) return 0; // max rank int result = 0; if (hasFactionRankSkillRequirements (player, faction, rank+1)) result += 1; if (hasFactionRankReputationRequirements (player, faction, rank+1)) result += 2; return result; } case SelectWrapper::Function_Level: return mActor.getClass().getCreatureStats (mActor).getLevel(); case SelectWrapper::Function_PCReputation: return player.getClass().getNpcStats (player).getReputation(); case SelectWrapper::Function_Weather: return MWBase::Environment::get().getWorld()->getCurrentWeather(); case SelectWrapper::Function_Reputation: return mActor.getClass().getNpcStats (mActor).getReputation(); case SelectWrapper::Function_FactionRankDiff: { std::string faction = mActor.getClass().getPrimaryFaction(mActor); if (faction.empty()) return 0; int rank = getFactionRank (player, faction); int npcRank = mActor.getClass().getPrimaryFactionRank(mActor); return rank-npcRank; } case SelectWrapper::Function_WerewolfKills: return player.getClass().getNpcStats (player).getWerewolfKills(); case SelectWrapper::Function_RankLow: case SelectWrapper::Function_RankHigh: { bool low = select.getFunction()==SelectWrapper::Function_RankLow; std::string factionId = mActor.getClass().getPrimaryFaction(mActor); if (factionId.empty()) return 0; int value = 0; MWMechanics::NpcStats& playerStats = player.getClass().getNpcStats (player); std::map<std::string, int>::const_iterator playerFactionIt = playerStats.getFactionRanks().begin(); for (; playerFactionIt != playerStats.getFactionRanks().end(); ++playerFactionIt) { int reaction = MWBase::Environment::get().getDialogueManager()->getFactionReaction(factionId, playerFactionIt->first); if (low ? reaction < value : reaction > value) value = reaction; } return value; } case SelectWrapper::Function_CreatureTargetted: { MWWorld::Ptr target; mActor.getClass().getCreatureStats(mActor).getAiSequence().getCombatTarget(target); if (target) { if (target.getClass().isNpc() && target.getClass().getNpcStats(target).isWerewolf()) return 2; if (target.getTypeName() == typeid(ESM::Creature).name()) return 1; } } return 0; default: throw std::runtime_error ("unknown integer select function"); } }
bool AiWander::execute (const MWWorld::Ptr& actor) { MWBase::World *world = MWBase::Environment::get().getWorld(); if(mDuration) { // End package if duration is complete or mid-night hits: MWWorld::TimeStamp currentTime = world->getTimeStamp(); if(currentTime.getHour() >= mStartTime.getHour() + mDuration) { if(!mRepeat) { stopWalking(actor); return true; } else mStartTime = currentTime; } else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()) { if(!mRepeat) { stopWalking(actor); return true; } else mStartTime = currentTime; } } ESM::Position pos = actor.getRefData().getPosition(); if(!mStoredAvailableNodes) { mStoredAvailableNodes = true; mPathgrid = world->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell); mCellX = actor.getCell()->mCell->mData.mX; mCellY = actor.getCell()->mCell->mData.mY; if(!mPathgrid) mDistance = 0; else if(mPathgrid->mPoints.empty()) mDistance = 0; if(mDistance) { mXCell = 0; mYCell = 0; if(actor.getCell()->mCell->isExterior()) { mXCell = mCellX * ESM::Land::REAL_SIZE; mYCell = mCellY * ESM::Land::REAL_SIZE; } Ogre::Vector3 npcPos(actor.getRefData().getPosition().pos); npcPos[0] = npcPos[0] - mXCell; npcPos[1] = npcPos[1] - mYCell; for(unsigned int counter = 0; counter < mPathgrid->mPoints.size(); counter++) { Ogre::Vector3 nodePos(mPathgrid->mPoints[counter].mX, mPathgrid->mPoints[counter].mY, mPathgrid->mPoints[counter].mZ); if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance) mAllowedNodes.push_back(mPathgrid->mPoints[counter]); } if(!mAllowedNodes.empty()) { Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ); float closestNode = npcPos.squaredDistance(firstNodePos); unsigned int index = 0; for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++) { Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY, mAllowedNodes[counterThree].mZ); float tempDist = npcPos.squaredDistance(nodePos); if(tempDist < closestNode) index = counterThree; } mCurrentNode = mAllowedNodes[index]; mAllowedNodes.erase(mAllowedNodes.begin() + index); } if(mAllowedNodes.empty()) mDistance = 0; } } // Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles. if(mDistance && (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY)) mDistance = 0; if(mChooseAction) { mPlayedIdle = 0; unsigned short idleRoll = 0; for(unsigned int counter = 0; counter < mIdle.size(); counter++) { unsigned short idleChance = mIdleChanceMultiplier * mIdle[counter]; unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mIdleChanceMultiplier)); if(randSelect < idleChance && randSelect > idleRoll) { mPlayedIdle = counter+2; idleRoll = randSelect; } } if(!mPlayedIdle && mDistance) { mChooseAction = false; mMoveNow = true; } else { // Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander: MWWorld::TimeStamp currentTime = world->getTimeStamp(); mStartTime = currentTime; playIdle(actor, mPlayedIdle); mChooseAction = false; mIdleNow = true; } } if(mIdleNow) { if(!checkIdle(actor, mPlayedIdle)) { mPlayedIdle = 0; mIdleNow = false; mChooseAction = true; } } if(mMoveNow && mDistance) { if(!mPathFinder.isPathConstructed()) { unsigned int randNode = (int)(rand() / ((double)RAND_MAX + 1) * mAllowedNodes.size()); Ogre::Vector3 destNodePos(mAllowedNodes[randNode].mX, mAllowedNodes[randNode].mY, mAllowedNodes[randNode].mZ); ESM::Pathgrid::Point dest; dest.mX = destNodePos[0] + mXCell; dest.mY = destNodePos[1] + mYCell; dest.mZ = destNodePos[2]; ESM::Pathgrid::Point start; start.mX = pos.pos[0]; start.mY = pos.pos[1]; start.mZ = pos.pos[2]; mPathFinder.buildPath(start, dest, mPathgrid, mXCell, mYCell, false); if(mPathFinder.isPathConstructed()) { // Remove this node as an option and add back the previously used node (stops NPC from picking the same node): ESM::Pathgrid::Point temp = mAllowedNodes[randNode]; mAllowedNodes.erase(mAllowedNodes.begin() + randNode); mAllowedNodes.push_back(mCurrentNode); mCurrentNode = temp; mMoveNow = false; mWalking = true; } // Choose a different node and delete this one from possible nodes because it is uncreachable: else mAllowedNodes.erase(mAllowedNodes.begin() + randNode); } } if(mWalking) { float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]); world->rotateObject(actor, 0, 0, zAngle, false); MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1; if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2])) { stopWalking(actor); mMoveNow = false; mWalking = false; mChooseAction = true; } } return false; }
void LevelupDialog::open() { MWBase::World *world = MWBase::Environment::get().getWorld(); MWWorld::Ptr player = world->getPlayerPtr(); MWMechanics::CreatureStats& creatureStats = player.getClass().getCreatureStats(player); MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats(player); const ESM::NPC *playerData = player.get<ESM::NPC>()->mBase; // set class image const ESM::Class *cls = world->getStore().get<ESM::Class>().find(playerData->mClass); if(world->getStore().get<ESM::Class>().isDynamic(cls->mId)) { // Vanilla uses thief.dds for custom classes. // Choosing Stealth specialization and Speed/Agility as attributes, if possible. Otherwise fall back to first class found. MWWorld::SharedIterator<ESM::Class> it = world->getStore().get<ESM::Class>().begin(); for(; it != world->getStore().get<ESM::Class>().end(); it++) { if(it->mData.mIsPlayable && it->mData.mSpecialization == 2 && it->mData.mAttribute[0] == 4 && it->mData.mAttribute[1] == 3) break; } if (it == world->getStore().get<ESM::Class>().end()) it = world->getStore().get<ESM::Class>().begin(); if (it != world->getStore().get<ESM::Class>().end()) cls = &*it; } mClassImage->setImageTexture ("textures\\levelup\\" + cls->mId + ".dds"); int level = creatureStats.getLevel ()+1; mLevelText->setCaptionWithReplacing("#{sLevelUpMenu1} " + boost::lexical_cast<std::string>(level)); std::string levelupdescription; if(level > 20) levelupdescription=world->getFallback()->getFallbackString("Level_Up_Default"); else levelupdescription=world->getFallback()->getFallbackString("Level_Up_Level"+boost::lexical_cast<std::string>(level)); mLevelDescription->setCaption (levelupdescription); unsigned int availableAttributes = 0; for (int i = 0; i < 8; ++i) { MyGUI::TextBox* text = mAttributeMultipliers[i]; if (pcStats.getAttribute(i).getBase() < 100) { mAttributes[i]->setEnabled(true); availableAttributes++; int mult = pcStats.getLevelupAttributeMultiplier (i); text->setCaption(mult <= 1 ? "" : "x" + boost::lexical_cast<std::string>(mult)); } else { mAttributes[i]->setEnabled(false); text->setCaption(""); } } mCoinCount = std::min(sMaxCoins, availableAttributes); for (unsigned int i = 0; i < sMaxCoins; i++) { if (i < mCoinCount) mCoins[i]->attachToWidget(mCoinBox); else mCoins[i]->detachFromWidget(); } mSpentAttributes.clear(); resetCoins(); setAttributeValues(); center(); }
void TradeItemModel::update() { mSourceModel->update(); int services = 0; if (!mMerchant.isEmpty()) services = mMerchant.getClass().getServices(mMerchant); mItems.clear(); // add regular items for (size_t i=0; i<mSourceModel->getItemCount(); ++i) { ItemStack item = mSourceModel->getItem(i); if(!mMerchant.isEmpty()) { MWWorld::Ptr base = item.mBase; if(Misc::StringUtils::ciEqual(base.getCellRef().getRefId(), MWWorld::ContainerStore::sGoldId)) continue; if(!base.getClass().canSell(base, services)) continue; // Bound items may not be bought if (item.mBase.getCellRef().getRefId().size() > 6 && item.mBase.getCellRef().getRefId().substr(0,6) == "bound_") { continue; } // don't show equipped items if(mMerchant.getClass().hasInventoryStore(mMerchant)) { bool isEquipped = false; MWWorld::InventoryStore& store = mMerchant.getClass().getInventoryStore(mMerchant); for (int slot=0; slot<MWWorld::InventoryStore::Slots; ++slot) { MWWorld::ContainerStoreIterator equipped = store.getSlot(slot); if (equipped == store.end()) continue; if (*equipped == base) isEquipped = true; } if (isEquipped) continue; } } // don't show items that we borrowed to someone else std::vector<ItemStack>::iterator it = mBorrowedFromUs.begin(); for (; it != mBorrowedFromUs.end(); ++it) { if (it->mBase == item.mBase) { if (item.mCount < it->mCount) throw std::runtime_error("Lent more items than present"); item.mCount -= it->mCount; } } if (item.mCount > 0) mItems.push_back(item); } // add items borrowed to us std::vector<ItemStack>::iterator it = mBorrowedToUs.begin(); for (; it != mBorrowedToUs.end(); ++it) { ItemStack item = *it; item.mType = ItemStack::Type_Barter; mItems.push_back(item); } }
AiPursue::AiPursue(const MWWorld::Ptr& actor) : mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId()) { }
int InterpreterContext::getPCBounty() const { MWBase::World *world = MWBase::Environment::get().getWorld(); MWWorld::Ptr player = world->getPlayerPtr(); return player.getClass().getNpcStats (player).getBounty(); }
virtual void execute (Interpreter::Runtime& runtime) { MWWorld::Ptr actor = R()(runtime); MWMechanics::CreatureStats& creatureStats = actor.getClass().getCreatureStats(actor); creatureStats.getAiSequence().stopCombat(); }
void InterpreterContext::executeActivation(MWWorld::Ptr ptr, MWWorld::Ptr actor) { boost::shared_ptr<MWWorld::Action> action = (ptr.getClass().activate(ptr, actor)); action->execute (actor); }
bool InterpreterContext::isDisabled (const std::string& id) const { const MWWorld::Ptr ref = getReference (id, false); return !ref.getRefData().isEnabled(); }
void Repair::updateRepairView() { MWWorld::LiveCellRef<ESM::Repair> *ref = mRepair.getTool().get<ESM::Repair>(); int uses = mRepair.getTool().getClass().getItemHealth(mRepair.getTool()); float quality = ref->mBase->mData.mQuality; std::stringstream qualityStr; qualityStr << std::setprecision(3) << quality; mUsesLabel->setCaptionWithReplacing("#{sUses} " + boost::lexical_cast<std::string>(uses)); mQualityLabel->setCaptionWithReplacing("#{sQuality} " + qualityStr.str()); bool toolBoxVisible = (mRepair.getTool().getRefData().getCount() != 0); mToolBox->setVisible(toolBoxVisible); bool toolBoxWasVisible = (mRepairBox->getPosition().top != mToolBox->getPosition().top); if (toolBoxVisible && !toolBoxWasVisible) { // shrink mRepairBox->setPosition(mRepairBox->getPosition() + MyGUI::IntPoint(0,mToolBox->getSize().height)); mRepairBox->setSize(mRepairBox->getSize() - MyGUI::IntSize(0,mToolBox->getSize().height)); } else if (!toolBoxVisible && toolBoxWasVisible) { // expand mRepairBox->setPosition(MyGUI::IntPoint (mRepairBox->getPosition().left, mToolBox->getPosition().top)); mRepairBox->setSize(mRepairBox->getSize() + MyGUI::IntSize(0,mToolBox->getSize().height)); } while (mRepairView->getChildCount()) MyGUI::Gui::getInstance().destroyWidget(mRepairView->getChildAt(0)); int currentY = 0; MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); MWWorld::ContainerStore& store = player.getClass().getContainerStore(player); int categories = MWWorld::ContainerStore::Type_Weapon | MWWorld::ContainerStore::Type_Armor; for (MWWorld::ContainerStoreIterator iter (store.begin(categories)); iter!=store.end(); ++iter) { if (iter->getClass().hasItemHealth(*iter)) { int maxDurability = iter->getClass().getItemMaxHealth(*iter); int durability = iter->getClass().getItemHealth(*iter); if (maxDurability == durability) continue; MyGUI::TextBox* text = mRepairView->createWidget<MyGUI::TextBox> ( "SandText", MyGUI::IntCoord(8, currentY, mRepairView->getWidth()-8, 18), MyGUI::Align::Default); text->setCaption(iter->getClass().getName(*iter)); text->setNeedMouseFocus(false); currentY += 19; ItemWidget* icon = mRepairView->createWidget<ItemWidget> ( "MW_ItemIconSmall", MyGUI::IntCoord(16, currentY, 32, 32), MyGUI::Align::Default); icon->setItem(*iter); icon->setUserString("ToolTipType", "ItemPtr"); icon->setUserData(*iter); icon->eventMouseButtonClick += MyGUI::newDelegate(this, &Repair::onRepairItem); icon->eventMouseWheel += MyGUI::newDelegate(this, &Repair::onMouseWheel); Widgets::MWDynamicStatPtr chargeWidget = mRepairView->createWidget<Widgets::MWDynamicStat> ("MW_ChargeBar", MyGUI::IntCoord(72, currentY+2, 199, 20), MyGUI::Align::Default); chargeWidget->setValue(durability, maxDurability); chargeWidget->setNeedMouseFocus(false); currentY += 32 + 4; } } // Canvas size must be expressed with VScroll disabled, otherwise MyGUI would expand the scroll area when the scrollbar is hidden mRepairView->setVisibleVScroll(false); mRepairView->setCanvasSize (MyGUI::IntSize(mRepairView->getWidth(), std::max(mRepairView->getHeight(), currentY))); mRepairView->setVisibleVScroll(true); }
bool SpellBuyingWindow::playerHasSpell(const std::string &id) { MWWorld::Ptr player = MWMechanics::getPlayer(); return player.getClass().getCreatureStats(player).getSpells().hasSpell(id); }
virtual bool operator()(const MWWorld::Ptr& ptr) { ptr.getClass().getModelsToPreload(ptr, mOut); return true; }
void Recharge::updateView() { MWWorld::Ptr gem = *mGemIcon->getUserData<MWWorld::Ptr>(); std::string soul = gem.getCellRef().getSoul(); const ESM::Creature *creature = MWBase::Environment::get().getWorld()->getStore().get<ESM::Creature>().find(soul); mChargeLabel->setCaptionWithReplacing("#{sCharges} " + MyGUI::utility::toString(creature->mData.mSoul)); bool toolBoxVisible = (gem.getRefData().getCount() != 0); mGemBox->setVisible(toolBoxVisible); bool toolBoxWasVisible = (mBox->getPosition().top != mGemBox->getPosition().top); if (toolBoxVisible && !toolBoxWasVisible) { // shrink mBox->setPosition(mBox->getPosition() + MyGUI::IntPoint(0, mGemBox->getSize().height)); mBox->setSize(mBox->getSize() - MyGUI::IntSize(0,mGemBox->getSize().height)); } else if (!toolBoxVisible && toolBoxWasVisible) { // expand mBox->setPosition(MyGUI::IntPoint (mBox->getPosition().left, mGemBox->getPosition().top)); mBox->setSize(mBox->getSize() + MyGUI::IntSize(0,mGemBox->getSize().height)); } while (mView->getChildCount()) MyGUI::Gui::getInstance().destroyWidget(mView->getChildAt(0)); int currentY = 0; MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); MWWorld::ContainerStore& store = player.getClass().getContainerStore(player); for (MWWorld::ContainerStoreIterator iter (store.begin()); iter!=store.end(); ++iter) { std::string enchantmentName = iter->getClass().getEnchantment(*iter); if (enchantmentName.empty()) continue; const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(enchantmentName); if (iter->getCellRef().getEnchantmentCharge() >= enchantment->mData.mCharge || iter->getCellRef().getEnchantmentCharge() == -1) continue; MyGUI::TextBox* text = mView->createWidget<MyGUI::TextBox> ( "SandText", MyGUI::IntCoord(8, currentY, mView->getWidth()-8, 18), MyGUI::Align::Default); text->setCaption(iter->getClass().getName(*iter)); text->setNeedMouseFocus(false); currentY += 19; ItemWidget* icon = mView->createWidget<ItemWidget> ( "MW_ItemIconSmall", MyGUI::IntCoord(16, currentY, 32, 32), MyGUI::Align::Default); icon->setItem(*iter); icon->setUserString("ToolTipType", "ItemPtr"); icon->setUserData(*iter); icon->eventMouseButtonClick += MyGUI::newDelegate(this, &Recharge::onItemClicked); icon->eventMouseWheel += MyGUI::newDelegate(this, &Recharge::onMouseWheel); Widgets::MWDynamicStatPtr chargeWidget = mView->createWidget<Widgets::MWDynamicStat> ("MW_ChargeBar", MyGUI::IntCoord(72, currentY+2, 199, 20), MyGUI::Align::Default); chargeWidget->setValue(static_cast<int>(iter->getCellRef().getEnchantmentCharge()), enchantment->mData.mCharge); chargeWidget->setNeedMouseFocus(false); currentY += 32 + 4; } // Canvas size must be expressed with VScroll disabled, otherwise MyGUI would expand the scroll area when the scrollbar is hidden mView->setVisibleVScroll(false); mView->setCanvasSize (MyGUI::IntSize(mView->getWidth(), std::max(mView->getHeight(), currentY))); mView->setVisibleVScroll(true); }
void ActionPotion::prepare(const MWWorld::Ptr &actor) { actor.getClass().apply(actor, mPotion.getCellRef().getRefId(), actor); actor.getClass().getContainerStore(actor).remove(mPotion, 1, actor); }