#include "creature.hpp" #include #include #include #include /* Start of tes3mp addition Include additional headers for multiplayer purposes */ #include #include "../mwmp/Main.hpp" #include "../mwmp/LocalPlayer.hpp" #include "../mwmp/PlayerList.hpp" #include "../mwmp/CellController.hpp" #include "../mwmp/MechanicsHelper.hpp" /* End of tes3mp addition */ #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/magiceffects.hpp" #include "../mwmechanics/movement.hpp" #include "../mwmechanics/disease.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwmechanics/difficultyscaling.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwworld/ptr.hpp" #include "../mwworld/actiontalk.hpp" #include "../mwworld/actionopen.hpp" #include "../mwworld/failedaction.hpp" #include "../mwworld/customdata.hpp" #include "../mwworld/containerstore.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwworld/cellstore.hpp" #include "../mwrender/renderinginterface.hpp" #include "../mwrender/objects.hpp" #include "../mwgui/tooltips.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/combat.hpp" #include "../mwmechanics/actorutil.hpp" namespace { bool isFlagBitSet(const MWWorld::ConstPtr &ptr, ESM::Creature::Flags bitMask) { return (ptr.get()->mBase->mFlags & bitMask) != 0; } } namespace MWClass { class CreatureCustomData : public MWWorld::CustomData { public: MWMechanics::CreatureStats mCreatureStats; MWWorld::ContainerStore* mContainerStore; // may be InventoryStore for some creatures MWMechanics::Movement mMovement; virtual MWWorld::CustomData *clone() const; virtual CreatureCustomData& asCreatureCustomData() { return *this; } virtual const CreatureCustomData& asCreatureCustomData() const { return *this; } CreatureCustomData() : mContainerStore(0) {} virtual ~CreatureCustomData() { delete mContainerStore; } }; MWWorld::CustomData *CreatureCustomData::clone() const { CreatureCustomData* cloned = new CreatureCustomData (*this); cloned->mContainerStore = mContainerStore->clone(); return cloned; } const Creature::GMST& Creature::getGmst() { static GMST gmst; static bool inited = false; if (!inited) { const MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store &store = world->getStore().get(); gmst.fMinWalkSpeedCreature = store.find("fMinWalkSpeedCreature"); gmst.fMaxWalkSpeedCreature = store.find("fMaxWalkSpeedCreature"); gmst.fEncumberedMoveEffect = store.find("fEncumberedMoveEffect"); gmst.fSneakSpeedMultiplier = store.find("fSneakSpeedMultiplier"); gmst.fAthleticsRunBonus = store.find("fAthleticsRunBonus"); gmst.fBaseRunMultiplier = store.find("fBaseRunMultiplier"); gmst.fMinFlySpeed = store.find("fMinFlySpeed"); gmst.fMaxFlySpeed = store.find("fMaxFlySpeed"); gmst.fSwimRunBase = store.find("fSwimRunBase"); gmst.fSwimRunAthleticsMult = store.find("fSwimRunAthleticsMult"); gmst.fKnockDownMult = store.find("fKnockDownMult"); gmst.iKnockDownOddsMult = store.find("iKnockDownOddsMult"); gmst.iKnockDownOddsBase = store.find("iKnockDownOddsBase"); inited = true; } return gmst; } void Creature::ensureCustomData (const MWWorld::Ptr& ptr) const { if (!ptr.getRefData().getCustomData()) { std::unique_ptr data (new CreatureCustomData); MWWorld::LiveCellRef *ref = ptr.get(); // creature stats data->mCreatureStats.setAttribute(ESM::Attribute::Strength, ref->mBase->mData.mStrength); data->mCreatureStats.setAttribute(ESM::Attribute::Intelligence, ref->mBase->mData.mIntelligence); data->mCreatureStats.setAttribute(ESM::Attribute::Willpower, ref->mBase->mData.mWillpower); data->mCreatureStats.setAttribute(ESM::Attribute::Agility, ref->mBase->mData.mAgility); data->mCreatureStats.setAttribute(ESM::Attribute::Speed, ref->mBase->mData.mSpeed); data->mCreatureStats.setAttribute(ESM::Attribute::Endurance, ref->mBase->mData.mEndurance); data->mCreatureStats.setAttribute(ESM::Attribute::Personality, ref->mBase->mData.mPersonality); data->mCreatureStats.setAttribute(ESM::Attribute::Luck, ref->mBase->mData.mLuck); data->mCreatureStats.setHealth(static_cast(ref->mBase->mData.mHealth)); data->mCreatureStats.setMagicka(static_cast(ref->mBase->mData.mMana)); data->mCreatureStats.setFatigue(static_cast(ref->mBase->mData.mFatigue)); data->mCreatureStats.setLevel(ref->mBase->mData.mLevel); data->mCreatureStats.getAiSequence().fill(ref->mBase->mAiPackage); data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Hello, ref->mBase->mAiData.mHello); data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight, ref->mBase->mAiData.mFight); data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee, ref->mBase->mAiData.mFlee); data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm); // Persistent actors with 0 health do not play death animation if (data->mCreatureStats.isDead()) data->mCreatureStats.setDeathAnimationFinished(ptr.getClass().isPersistent(ptr)); // spells for (std::vector::const_iterator iter (ref->mBase->mSpells.mList.begin()); iter!=ref->mBase->mSpells.mList.end(); ++iter) { if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get().search(*iter)) data->mCreatureStats.getSpells().add (spell); else /// \todo add option to make this a fatal error message pop-up, but default to warning for vanilla compatibility std::cerr << "Warning: ignoring nonexistent spell '" << *iter << "' on creature '" << ref->mBase->mId << "'" << std::endl; } // inventory bool hasInventory = hasInventoryStore(ptr); if (hasInventory) data->mContainerStore = new MWWorld::InventoryStore(); else data->mContainerStore = new MWWorld::ContainerStore(); data->mCreatureStats.setGoldPool(ref->mBase->mData.mGold); data->mCreatureStats.setNeedRecalcDynamicStats(false); // store ptr.getRefData().setCustomData(data.release()); getContainerStore(ptr).fill(ref->mBase->mInventory, ptr.getCellRef().getRefId()); if (hasInventory) getInventoryStore(ptr).autoEquipShield(ptr); } } void Creature::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const { MWRender::Objects& objects = renderingInterface.getObjects(); objects.insertCreature(ptr, model, hasInventoryStore(ptr)); } std::string Creature::getModel(const MWWorld::ConstPtr &ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); const std::string &model = ref->mBase->mModel; if (!model.empty()) { return "meshes\\" + model; } return ""; } void Creature::getModelsToPreload(const MWWorld::Ptr &ptr, std::vector &models) const { std::string model = getModel(ptr); if (!model.empty()) models.push_back(model); // FIXME: use const version of InventoryStore functions once they are available if (ptr.getClass().hasInventoryStore(ptr)) { const MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr); for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot) { MWWorld::ConstContainerStoreIterator equipped = invStore.getSlot(slot); if (equipped != invStore.end()) { model = equipped->getClass().getModel(*equipped); if (!model.empty()) models.push_back(model); } } } } std::string Creature::getName (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mName; } MWMechanics::CreatureStats& Creature::getCreatureStats (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return ptr.getRefData().getCustomData()->asCreatureCustomData().mCreatureStats; } void Creature::hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const { /* Start of tes3mp addition Ignore hit calculations on this client from DedicatedPlayers and DedicatedActors */ if (mwmp::PlayerList::isDedicatedPlayer(ptr) || mwmp::Main::get().getCellController()->isDedicatedActor(ptr)) { return; } /* End of tes3mp addition */ MWWorld::LiveCellRef *ref = ptr.get(); const MWWorld::Store &gmst = MWBase::Environment::get().getWorld()->getStore().get(); MWMechanics::CreatureStats &stats = getCreatureStats(ptr); if (stats.getDrawState() != MWMechanics::DrawState_Weapon) return; // Get the weapon used (if hand-to-hand, weapon = inv.end()) MWWorld::Ptr weapon; if (ptr.getClass().hasInventoryStore(ptr)) { MWWorld::InventoryStore &inv = getInventoryStore(ptr); MWWorld::ContainerStoreIterator weaponslot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); if (weaponslot != inv.end() && weaponslot->getTypeName() == typeid(ESM::Weapon).name()) weapon = *weaponslot; } MWMechanics::applyFatigueLoss(ptr, weapon, attackStrength); float dist = gmst.find("fCombatDistance")->getFloat(); if (!weapon.isEmpty()) dist *= weapon.get()->mBase->mData.mReach; // For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result. std::vector targetActors; if (!ptr.isEmpty() && ptr.getClass().isActor() && ptr != MWMechanics::getPlayer()) ptr.getClass().getCreatureStats(ptr).getAiSequence().getCombatTargets(targetActors); std::pair result = MWBase::Environment::get().getWorld()->getHitContact(ptr, dist, targetActors); if (result.first.isEmpty()) return; // Didn't hit anything MWWorld::Ptr victim = result.first; if (!victim.getClass().isActor()) return; // Can't hit non-actors osg::Vec3f hitPosition (result.second); float hitchance = MWMechanics::getHitChance(ptr, victim, ref->mBase->mData.mCombat); /* Start of tes3mp addition If the attacker is a LocalPlayer or LocalActor, get their Attack and assign data for its target */ mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(ptr); if (localAttack) { localAttack->success = true; MechanicsHelper::assignAttackTarget(localAttack, victim); } /* End of tes3mp addition */ if(Misc::Rng::roll0to99() >= hitchance) { /* Start of tes3mp addition If this was a failed attack by the LocalPlayer or LocalActor, send a packet about it */ if (localAttack) { localAttack->pressed = false; localAttack->success = false; localAttack->shouldSend = true; } /* End of tes3mp addition */ victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, osg::Vec3f(), false); MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr); return; } int min,max; switch (type) { case 0: min = ref->mBase->mData.mAttack[0]; max = ref->mBase->mData.mAttack[1]; break; case 1: min = ref->mBase->mData.mAttack[2]; max = ref->mBase->mData.mAttack[3]; break; case 2: default: min = ref->mBase->mData.mAttack[4]; max = ref->mBase->mData.mAttack[5]; break; } float damage = min + (max - min) * attackStrength; bool healthdmg = true; if (!weapon.isEmpty()) { const unsigned char *attack = NULL; if(type == ESM::Weapon::AT_Chop) attack = weapon.get()->mBase->mData.mChop; else if(type == ESM::Weapon::AT_Slash) attack = weapon.get()->mBase->mData.mSlash; else if(type == ESM::Weapon::AT_Thrust) attack = weapon.get()->mBase->mData.mThrust; if(attack) { damage = attack[0] + ((attack[1]-attack[0])*attackStrength); MWMechanics::adjustWeaponDamage(damage, weapon, ptr); MWMechanics::reduceWeaponCondition(damage, true, weapon, ptr); } // Apply "On hit" enchanted weapons /* Start of tes3mp change (minor) Track whether the strike enchantment is successful for attacks by the LocalPlayer or LocalActors */ bool appliedEnchantment = MWMechanics::applyOnStrikeEnchantment(ptr, victim, weapon, hitPosition); if (localAttack) localAttack->applyWeaponEnchantment = appliedEnchantment; /* End of tes3mp change (minor) */ } else if (isBipedal(ptr)) { MWMechanics::getHandToHandDamage(ptr, victim, damage, healthdmg, attackStrength); } MWMechanics::applyElementalShields(ptr, victim); if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength)) damage = 0; if (victim == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState()) damage = 0; MWMechanics::diseaseContact(victim, ptr); victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true); } void Creature::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const { MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); // NOTE: 'object' and/or 'attacker' may be empty. if (!attacker.isEmpty() && attacker.getClass().isActor() && !stats.getAiSequence().isInCombat(attacker)) stats.setAttacked(true); // Self defense bool setOnPcHitMe = true; // Note OnPcHitMe is not set for friendly hits. // No retaliation for totally static creatures (they have no movement or attacks anyway) if (isMobile(ptr) && !attacker.isEmpty()) setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker); // Attacker and target store each other as hitattemptactor if they have no one stored yet if (!attacker.isEmpty() && attacker.getClass().isActor() && !ptr.isEmpty() && ptr.getClass().isActor()) { MWMechanics::CreatureStats& statsAttacker = attacker.getClass().getCreatureStats(attacker); /* Start of tes3mp change (minor) Instead of only checking whether an attacker is the LocalPlayer, also check if they are a DedicatedPlayer */ // First handle the attacked actor if ((stats.getHitAttemptActorId() == -1) && (statsAttacker.getAiSequence().isInCombat(ptr) || attacker == MWMechanics::getPlayer() || mwmp::PlayerList::isDedicatedPlayer(attacker))) stats.setHitAttemptActorId(statsAttacker.getActorId()); // Next handle the attacking actor if ((statsAttacker.getHitAttemptActorId() == -1) && (statsAttacker.getAiSequence().isInCombat(ptr) || attacker == MWMechanics::getPlayer() || mwmp::PlayerList::isDedicatedPlayer(attacker))) statsAttacker.setHitAttemptActorId(stats.getActorId()); /* End of tes3mp change (minor) */ } if (!object.isEmpty()) stats.setLastHitAttemptObject(object.getCellRef().getRefId()); if (setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer()) { const std::string &script = ptr.get()->mBase->mScript; /* Set the OnPCHitMe script variable. The script is responsible for clearing it. */ if(!script.empty()) ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1); } bool godmode = object == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState(); if (godmode) damage = 0; if (!successful) { // Missed MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "miss", 1.0f, 1.0f); return; } if (!object.isEmpty()) stats.setLastHitObject(object.getCellRef().getRefId()); if (damage > 0.0f && !object.isEmpty()) MWMechanics::resistNormalWeapon(ptr, attacker, object, damage); if (damage < 0.001f) damage = 0; if (damage > 0.f) { if (!attacker.isEmpty()) { // Check for knockdown float agilityTerm = stats.getAttribute(ESM::Attribute::Agility).getModified() * getGmst().fKnockDownMult->getFloat(); float knockdownTerm = stats.getAttribute(ESM::Attribute::Agility).getModified() * getGmst().iKnockDownOddsMult->getInt() * 0.01f + getGmst().iKnockDownOddsBase->getInt(); /* Start of tes3mp change (major) If the attacker is a DedicatedPlayer or DedicatedActor with a successful knockdown, apply the knockdown; otherwise, use default probability roll */ mwmp::Attack *dedicatedAttack = MechanicsHelper::getDedicatedAttack(attacker); if (dedicatedAttack && dedicatedAttack->knockdown) stats.setKnockedDown(true); else if (ishealth && agilityTerm <= damage && knockdownTerm <= Misc::Rng::roll0to99()) /* End of tes3mp change (major) */ stats.setKnockedDown(true); else stats.setHitRecovery(true); // Is this supposed to always occur? } damage = std::max(1.f, damage); if(ishealth) { if (!attacker.isEmpty() && !godmode) { damage = scaleDamage(damage, attacker, ptr); MWBase::Environment::get().getWorld()->spawnBloodEffect(ptr, hitPosition); } MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "Health Damage", 1.0f, 1.0f); MWMechanics::DynamicStat health(stats.getHealth()); health.setCurrent(health.getCurrent() - damage); stats.setHealth(health); } else { MWMechanics::DynamicStat fatigue(stats.getFatigue()); fatigue.setCurrent(fatigue.getCurrent() - damage, true); stats.setFatigue(fatigue); } } /* Start of tes3mp addition If the attacker was the LocalPlayer or LocalActor, record their target and send a packet with it If the victim was a LocalActor who died, record their attacker as the deathReason */ mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(attacker); if (localAttack) { localAttack->pressed = false; localAttack->damage = damage; localAttack->knockdown = getCreatureStats(ptr).getKnockedDown(); MechanicsHelper::assignAttackTarget(localAttack, ptr); localAttack->shouldSend = true; } if (mwmp::Main::get().getCellController()->isLocalActor(ptr)) { if (getCreatureStats(ptr).isDead()) { mwmp::Main::get().getCellController()->getLocalActor(ptr)->killer = MechanicsHelper::getTarget(attacker); } } /* End of tes3mp addition */ } std::shared_ptr Creature::activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const { if(actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf()) { const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); const ESM::Sound *sound = store.get().searchRandom("WolfCreature"); std::shared_ptr action(new MWWorld::FailedAction("#{sWerewolfRefusal}")); if(sound) action->setSound(sound->mId); return action; } const MWMechanics::CreatureStats& stats = getCreatureStats(ptr); if(stats.isDead()) { bool canLoot = Settings::Manager::getBool ("can loot during death animation", "Game"); // by default user can loot friendly actors during death animation if (canLoot && !stats.getAiSequence().isInCombat()) return std::shared_ptr(new MWWorld::ActionOpen(ptr)); // otherwise wait until death animation if(stats.isDeathAnimationFinished()) return std::shared_ptr(new MWWorld::ActionOpen(ptr)); // death animation is not finished, do nothing return std::shared_ptr (new MWWorld::FailedAction("")); } if(stats.getAiSequence().isInCombat()) return std::shared_ptr(new MWWorld::FailedAction("")); if(stats.getKnockedDown()) return std::shared_ptr(new MWWorld::FailedAction("")); return std::shared_ptr(new MWWorld::ActionTalk(ptr)); } MWWorld::ContainerStore& Creature::getContainerStore (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return *ptr.getRefData().getCustomData()->asCreatureCustomData().mContainerStore; } MWWorld::InventoryStore& Creature::getInventoryStore(const MWWorld::Ptr &ptr) const { if (hasInventoryStore(ptr)) return dynamic_cast(getContainerStore(ptr)); else throw std::runtime_error("this creature has no inventory store"); } bool Creature::hasInventoryStore(const MWWorld::Ptr &ptr) const { return isFlagBitSet(ptr, ESM::Creature::Weapon); } std::string Creature::getScript (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mScript; } bool Creature::isEssential (const MWWorld::ConstPtr& ptr) const { return isFlagBitSet(ptr, ESM::Creature::Essential); } void Creature::registerSelf() { std::shared_ptr instance (new Creature); registerClass (typeid (ESM::Creature).name(), instance); } float Creature::getSpeed(const MWWorld::Ptr &ptr) const { MWMechanics::CreatureStats& stats = getCreatureStats(ptr); if (stats.isParalyzed() || stats.getKnockedDown() || stats.isDead()) return 0.f; const GMST& gmst = getGmst(); float walkSpeed = gmst.fMinWalkSpeedCreature->getFloat() + 0.01f * stats.getAttribute(ESM::Attribute::Speed).getModified() * (gmst.fMaxWalkSpeedCreature->getFloat() - gmst.fMinWalkSpeedCreature->getFloat()); const MWBase::World *world = MWBase::Environment::get().getWorld(); const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects(); bool running = ptr.getClass().getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Run); // The Run speed difference for creatures comes from the animation speed difference (see runStateToWalkState in character.cpp) float runSpeed = walkSpeed; float moveSpeed; if(getEncumbrance(ptr) > getCapacity(ptr)) moveSpeed = 0.0f; else if(canFly(ptr) || (mageffects.get(ESM::MagicEffect::Levitate).getMagnitude() > 0 && world->isLevitationEnabled())) { float flySpeed = 0.01f*(stats.getAttribute(ESM::Attribute::Speed).getModified() + mageffects.get(ESM::MagicEffect::Levitate).getMagnitude()); flySpeed = gmst.fMinFlySpeed->getFloat() + flySpeed*(gmst.fMaxFlySpeed->getFloat() - gmst.fMinFlySpeed->getFloat()); const float normalizedEncumbrance = getNormalizedEncumbrance(ptr); flySpeed *= 1.0f - gmst.fEncumberedMoveEffect->getFloat() * normalizedEncumbrance; flySpeed = std::max(0.0f, flySpeed); moveSpeed = flySpeed; } else if(world->isSwimming(ptr)) { float swimSpeed = walkSpeed; if(running) swimSpeed = runSpeed; swimSpeed *= 1.0f + 0.01f * mageffects.get(ESM::MagicEffect::SwiftSwim).getMagnitude(); swimSpeed *= gmst.fSwimRunBase->getFloat() + 0.01f*getSkill(ptr, ESM::Skill::Athletics) * gmst.fSwimRunAthleticsMult->getFloat(); moveSpeed = swimSpeed; } else if(running) moveSpeed = runSpeed; else moveSpeed = walkSpeed; if(getMovementSettings(ptr).mPosition[0] != 0 && getMovementSettings(ptr).mPosition[1] == 0) moveSpeed *= 0.75f; return moveSpeed; } MWMechanics::Movement& Creature::getMovementSettings (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return ptr.getRefData().getCustomData()->asCreatureCustomData().mMovement; } bool Creature::hasToolTip(const MWWorld::ConstPtr& ptr) const { if (!ptr.getRefData().getCustomData() || MWBase::Environment::get().getWindowManager()->isGuiMode()) return true; const CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData(); if (customData.mCreatureStats.isDead() && customData.mCreatureStats.isDeathAnimationFinished()) return true; return !customData.mCreatureStats.getAiSequence().isInCombat(); } MWGui::ToolTipInfo Creature::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const { const MWWorld::LiveCellRef *ref = ptr.get(); MWGui::ToolTipInfo info; info.caption = ref->mBase->mName; std::string text; if (MWBase::Environment::get().getWindowManager()->getFullHelp()) text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script"); info.text = text; return info; } float Creature::getArmorRating (const MWWorld::Ptr& ptr) const { // Note this is currently unused. Creatures do not use armor mitigation. return getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Shield).getMagnitude(); } float Creature::getCapacity (const MWWorld::Ptr& ptr) const { const MWMechanics::CreatureStats& stats = getCreatureStats (ptr); return static_cast(stats.getAttribute(ESM::Attribute::Strength).getModified() * 5); } int Creature::getServices(const MWWorld::ConstPtr &actor) const { const MWWorld::LiveCellRef* ref = actor.get(); if (ref->mBase->mHasAI) return ref->mBase->mAiData.mServices; else return 0; } bool Creature::isPersistent(const MWWorld::ConstPtr &actor) const { const MWWorld::LiveCellRef* ref = actor.get(); return ref->mBase->mPersistent; } std::string Creature::getSoundIdFromSndGen(const MWWorld::Ptr &ptr, const std::string &name) const { const MWWorld::Store &store = MWBase::Environment::get().getWorld()->getStore().get(); int type = getSndGenTypeFromName(ptr, name); if(type >= 0) { std::vector sounds; MWWorld::LiveCellRef* ref = ptr.get(); const std::string& ourId = (ref->mBase->mOriginal.empty()) ? ptr.getCellRef().getRefId() : ref->mBase->mOriginal; MWWorld::Store::iterator sound = store.begin(); while(sound != store.end()) { if (type == sound->mType && !sound->mCreature.empty() && (Misc::StringUtils::ciEqual(ourId, sound->mCreature))) sounds.push_back(&*sound); ++sound; } if(!sounds.empty()) return sounds[Misc::Rng::rollDice(sounds.size())]->mSound; } if (type == ESM::SoundGenerator::Land) return "Body Fall Large"; return ""; } MWWorld::Ptr Creature::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const { const MWWorld::LiveCellRef *ref = ptr.get(); return MWWorld::Ptr(cell.insert(ref), &cell); } bool Creature::isBipedal(const MWWorld::ConstPtr &ptr) const { return isFlagBitSet(ptr, ESM::Creature::Bipedal); } bool Creature::canFly(const MWWorld::ConstPtr &ptr) const { return isFlagBitSet(ptr, ESM::Creature::Flies); } bool Creature::canSwim(const MWWorld::ConstPtr &ptr) const { return isFlagBitSet(ptr, static_cast(ESM::Creature::Swims | ESM::Creature::Bipedal)); } bool Creature::canWalk(const MWWorld::ConstPtr &ptr) const { return isFlagBitSet(ptr, static_cast(ESM::Creature::Walks | ESM::Creature::Bipedal)); } int Creature::getSndGenTypeFromName(const MWWorld::Ptr &ptr, const std::string &name) { if(name == "left") { MWBase::World *world = MWBase::Environment::get().getWorld(); osg::Vec3f pos(ptr.getRefData().getPosition().asVec3()); if(world->isUnderwater(ptr.getCell(), pos) || world->isWalkingOnWater(ptr)) return 2; if(world->isOnGround(ptr)) return 0; return -1; } if(name == "right") { MWBase::World *world = MWBase::Environment::get().getWorld(); osg::Vec3f pos(ptr.getRefData().getPosition().asVec3()); if(world->isUnderwater(ptr.getCell(), pos) || world->isWalkingOnWater(ptr)) return 3; if(world->isOnGround(ptr)) return 1; return -1; } if(name == "swimleft") return 2; if(name == "swimright") return 3; if(name == "moan") return 4; if(name == "roar") return 5; if(name == "scream") return 6; if(name == "land") return 7; throw std::runtime_error(std::string("Unexpected soundgen type: ")+name); } int Creature::getSkill(const MWWorld::Ptr &ptr, int skill) const { MWWorld::LiveCellRef *ref = ptr.get(); const ESM::Skill* skillRecord = MWBase::Environment::get().getWorld()->getStore().get().find(skill); switch (skillRecord->mData.mSpecialization) { case ESM::Class::Combat: return ref->mBase->mData.mCombat; case ESM::Class::Magic: return ref->mBase->mData.mMagic; case ESM::Class::Stealth: return ref->mBase->mData.mStealth; default: throw std::runtime_error("invalid specialisation"); } } int Creature::getBloodTexture(const MWWorld::ConstPtr &ptr) const { int flags = ptr.get()->mBase->mFlags; if (flags & ESM::Creature::Skeleton) return 1; if (flags & ESM::Creature::Metal) return 2; return 0; } void Creature::readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const { if (!state.mHasCustomState) return; const ESM::CreatureState& state2 = dynamic_cast (state); if (state.mVersion > 0) { if (!ptr.getRefData().getCustomData()) { // Create a CustomData, but don't fill it from ESM records (not needed) std::unique_ptr data (new CreatureCustomData); if (hasInventoryStore(ptr)) data->mContainerStore = new MWWorld::InventoryStore(); else data->mContainerStore = new MWWorld::ContainerStore(); ptr.getRefData().setCustomData (data.release()); } } else ensureCustomData(ptr); // in openmw 0.30 savegames not all state was saved yet, so need to load it regardless. CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData(); customData.mContainerStore->readState (state2.mInventory); customData.mCreatureStats.readState (state2.mCreatureStats); } void Creature::writeAdditionalState (const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const { ESM::CreatureState& state2 = dynamic_cast (state); if (!ptr.getRefData().getCustomData()) { state.mHasCustomState = false; return; } const CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData(); customData.mContainerStore->writeState (state2.mInventory); customData.mCreatureStats.writeState (state2.mCreatureStats); } int Creature::getBaseGold(const MWWorld::ConstPtr& ptr) const { return ptr.get()->mBase->mData.mGold; } void Creature::respawn(const MWWorld::Ptr &ptr) const { const MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr); if (ptr.getRefData().getCount() > 0 && !creatureStats.isDead()) return; if (!creatureStats.isDeathAnimationFinished()) return; const MWWorld::Store& gmst = MWBase::Environment::get().getWorld()->getStore().get(); static const float fCorpseRespawnDelay = gmst.find("fCorpseRespawnDelay")->getFloat(); static const float fCorpseClearDelay = gmst.find("fCorpseClearDelay")->getFloat(); float delay = ptr.getRefData().getCount() == 0 ? fCorpseClearDelay : std::min(fCorpseRespawnDelay, fCorpseClearDelay); if (isFlagBitSet(ptr, ESM::Creature::Respawn) && creatureStats.getTimeOfDeath() + delay <= MWBase::Environment::get().getWorld()->getTimeStamp()) { if (ptr.getCellRef().hasContentFile()) { if (ptr.getRefData().getCount() == 0) ptr.getRefData().setCount(1); MWBase::Environment::get().getWorld()->removeContainerScripts(ptr); ptr.getRefData().setCustomData(NULL); // Reset to original position MWBase::Environment::get().getWorld()->moveObject(ptr, ptr.getCellRef().getPosition().pos[0], ptr.getCellRef().getPosition().pos[1], ptr.getCellRef().getPosition().pos[2]); } } } void Creature::restock(const MWWorld::Ptr& ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); const ESM::InventoryList& list = ref->mBase->mInventory; MWWorld::ContainerStore& store = getContainerStore(ptr); store.restock(list, ptr, ptr.getCellRef().getRefId()); } int Creature::getBaseFightRating(const MWWorld::ConstPtr &ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mAiData.mFight; } void Creature::adjustScale(const MWWorld::ConstPtr &ptr, osg::Vec3f &scale, bool /* rendering */) const { const MWWorld::LiveCellRef *ref = ptr.get(); scale *= ref->mBase->mScale; } }