#include "npc.hpp" #include #include #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 "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/dialoguemanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/movement.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwmechanics/disease.hpp" #include "../mwmechanics/combat.hpp" #include "../mwmechanics/autocalcspell.hpp" #include "../mwmechanics/difficultyscaling.hpp" #include "../mwmechanics/character.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwworld/ptr.hpp" #include "../mwworld/actiontalk.hpp" #include "../mwworld/actionopen.hpp" #include "../mwworld/failedaction.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/customdata.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwworld/cellstore.hpp" #include "../mwrender/objects.hpp" #include "../mwrender/renderinginterface.hpp" #include "../mwrender/npcanimation.hpp" #include "../mwgui/tooltips.hpp" namespace { int is_even(double d) { double int_part; modf(d / 2.0, &int_part); return 2.0 * int_part == d; } int round_ieee_754(double d) { double i = floor(d); d -= i; if(d < 0.5) return static_cast(i); if(d > 0.5) return static_cast(i) + 1; if(is_even(i)) return static_cast(i); return static_cast(i) + 1; } void autoCalculateAttributes (const ESM::NPC* npc, MWMechanics::CreatureStats& creatureStats) { // race bonus const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get().find(npc->mRace); bool male = (npc->mFlags & ESM::NPC::Female) == 0; int level = creatureStats.getLevel(); for (int i=0; imData.mAttributeValues[i]; creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale); } // class bonus const ESM::Class *class_ = MWBase::Environment::get().getWorld()->getStore().get().find(npc->mClass); for (int i=0; i<2; ++i) { int attribute = class_->mData.mAttribute[i]; if (attribute>=0 && attribute<8) { creatureStats.setAttribute(attribute, creatureStats.getAttribute(attribute).getBase() + 10); } } // skill bonus for (int attribute=0; attribute < ESM::Attribute::Length; ++attribute) { float modifierSum = 0; for (int j=0; jgetStore().get().find(j); if (skill->mData.mAttribute != attribute) continue; // is this a minor or major skill? float add=0.2f; for (int k=0; k<5; ++k) { if (class_->mData.mSkills[k][0] == j) add=0.5; } for (int k=0; k<5; ++k) { if (class_->mData.mSkills[k][1] == j) add=1.0; } modifierSum += add; } creatureStats.setAttribute(attribute, std::min( round_ieee_754(creatureStats.getAttribute(attribute).getBase() + (level-1) * modifierSum), 100) ); } // initial health int strength = creatureStats.getAttribute(ESM::Attribute::Strength).getBase(); int endurance = creatureStats.getAttribute(ESM::Attribute::Endurance).getBase(); int multiplier = 3; if (class_->mData.mSpecialization == ESM::Class::Combat) multiplier += 2; else if (class_->mData.mSpecialization == ESM::Class::Stealth) multiplier += 1; if (class_->mData.mAttribute[0] == ESM::Attribute::Endurance || class_->mData.mAttribute[1] == ESM::Attribute::Endurance) multiplier += 1; creatureStats.setHealth(floor(0.5f * (strength + endurance)) + multiplier * (creatureStats.getLevel() - 1)); } /** * @brief autoCalculateSkills * * Skills are calculated with following formulae ( http://www.uesp.net/wiki/Morrowind:NPCs#Skills ): * * Skills: (Level - 1) × (Majority Multiplier + Specialization Multiplier) * * The Majority Multiplier is 1.0 for a Major or Minor Skill, or 0.1 for a Miscellaneous Skill. * * The Specialization Multiplier is 0.5 for a Skill in the same Specialization as the class, * zero for other Skills. * * and by adding class, race, specialization bonus. */ void autoCalculateSkills(const ESM::NPC* npc, MWMechanics::NpcStats& npcStats, const MWWorld::Ptr& ptr) { const ESM::Class *class_ = MWBase::Environment::get().getWorld()->getStore().get().find(npc->mClass); unsigned int level = npcStats.getLevel(); const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get().find(npc->mRace); for (int i = 0; i < 2; ++i) { int bonus = (i==0) ? 10 : 25; for (int i2 = 0; i2 < 5; ++i2) { int index = class_->mData.mSkills[i2][i]; if (index >= 0 && index < ESM::Skill::Length) { npcStats.getSkill(index).setBase (npcStats.getSkill(index).getBase() + bonus); } } } for (int skillIndex = 0; skillIndex < ESM::Skill::Length; ++skillIndex) { float majorMultiplier = 0.1f; float specMultiplier = 0.0f; int raceBonus = 0; int specBonus = 0; for (int raceSkillIndex = 0; raceSkillIndex < 7; ++raceSkillIndex) { if (race->mData.mBonus[raceSkillIndex].mSkill == skillIndex) { raceBonus = race->mData.mBonus[raceSkillIndex].mBonus; break; } } for (int k = 0; k < 5; ++k) { // is this a minor or major skill? if ((class_->mData.mSkills[k][0] == skillIndex) || (class_->mData.mSkills[k][1] == skillIndex)) { majorMultiplier = 1.0f; break; } } // is this skill in the same Specialization as the class? const ESM::Skill* skill = MWBase::Environment::get().getWorld()->getStore().get().find(skillIndex); if (skill->mData.mSpecialization == class_->mData.mSpecialization) { specMultiplier = 0.5f; specBonus = 5; } npcStats.getSkill(skillIndex).setBase( std::min( round_ieee_754( npcStats.getSkill(skillIndex).getBase() + 5 + raceBonus + specBonus +(int(level)-1) * (majorMultiplier + specMultiplier)), 100)); // Must gracefully handle level 0 } int skills[ESM::Skill::Length]; for (int i=0; i spells = MWMechanics::autoCalcNpcSpells(skills, attributes, race); for (std::vector::iterator it = spells.begin(); it != spells.end(); ++it) npcStats.getSpells().add(*it); } } namespace MWClass { class NpcCustomData : public MWWorld::CustomData { public: MWMechanics::NpcStats mNpcStats; MWMechanics::Movement mMovement; MWWorld::InventoryStore mInventoryStore; virtual MWWorld::CustomData *clone() const; virtual NpcCustomData& asNpcCustomData() { return *this; } virtual const NpcCustomData& asNpcCustomData() const { return *this; } }; MWWorld::CustomData *NpcCustomData::clone() const { return new NpcCustomData (*this); } const Npc::GMST& Npc::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.fMinWalkSpeed = store.find("fMinWalkSpeed"); gmst.fMaxWalkSpeed = store.find("fMaxWalkSpeed"); 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.fJumpEncumbranceBase = store.find("fJumpEncumbranceBase"); gmst.fJumpEncumbranceMultiplier = store.find("fJumpEncumbranceMultiplier"); gmst.fJumpAcrobaticsBase = store.find("fJumpAcrobaticsBase"); gmst.fJumpAcroMultiplier = store.find("fJumpAcroMultiplier"); gmst.fJumpRunMultiplier = store.find("fJumpRunMultiplier"); gmst.fWereWolfRunMult = store.find("fWereWolfRunMult"); gmst.fKnockDownMult = store.find("fKnockDownMult"); gmst.iKnockDownOddsMult = store.find("iKnockDownOddsMult"); gmst.iKnockDownOddsBase = store.find("iKnockDownOddsBase"); gmst.fCombatArmorMinMult = store.find("fCombatArmorMinMult"); inited = true; } return gmst; } void Npc::ensureCustomData (const MWWorld::Ptr& ptr) const { if (!ptr.getRefData().getCustomData()) { std::unique_ptr data(new NpcCustomData); MWWorld::LiveCellRef *ref = ptr.get(); // creature stats int gold=0; if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS) { gold = ref->mBase->mNpdt.mGold; for (unsigned int i=0; i< ESM::Skill::Length; ++i) data->mNpcStats.getSkill (i).setBase (ref->mBase->mNpdt.mSkills[i]); data->mNpcStats.setAttribute(ESM::Attribute::Strength, ref->mBase->mNpdt.mStrength); data->mNpcStats.setAttribute(ESM::Attribute::Intelligence, ref->mBase->mNpdt.mIntelligence); data->mNpcStats.setAttribute(ESM::Attribute::Willpower, ref->mBase->mNpdt.mWillpower); data->mNpcStats.setAttribute(ESM::Attribute::Agility, ref->mBase->mNpdt.mAgility); data->mNpcStats.setAttribute(ESM::Attribute::Speed, ref->mBase->mNpdt.mSpeed); data->mNpcStats.setAttribute(ESM::Attribute::Endurance, ref->mBase->mNpdt.mEndurance); data->mNpcStats.setAttribute(ESM::Attribute::Personality, ref->mBase->mNpdt.mPersonality); data->mNpcStats.setAttribute(ESM::Attribute::Luck, ref->mBase->mNpdt.mLuck); data->mNpcStats.setHealth (ref->mBase->mNpdt.mHealth); data->mNpcStats.setMagicka (ref->mBase->mNpdt.mMana); data->mNpcStats.setFatigue (ref->mBase->mNpdt.mFatigue); data->mNpcStats.setLevel(ref->mBase->mNpdt.mLevel); data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt.mDisposition); data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation); data->mNpcStats.setNeedRecalcDynamicStats(false); } else { gold = ref->mBase->mNpdt.mGold; for (int i=0; i<3; ++i) data->mNpcStats.setDynamic (i, 10); data->mNpcStats.setLevel(ref->mBase->mNpdt.mLevel); data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt.mDisposition); data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation); autoCalculateAttributes(ref->mBase, data->mNpcStats); autoCalculateSkills(ref->mBase, data->mNpcStats, ptr); data->mNpcStats.setNeedRecalcDynamicStats(true); } // Persistent actors with 0 health do not play death animation if (data->mNpcStats.isDead()) data->mNpcStats.setDeathAnimationFinished(ptr.getClass().isPersistent(ptr)); // race powers const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get().find(ref->mBase->mRace); for (std::vector::const_iterator iter (race->mPowers.mList.begin()); iter!=race->mPowers.mList.end(); ++iter) { if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get().search(*iter)) data->mNpcStats.getSpells().add (spell); else std::cerr << "Warning: ignoring nonexistent race power '" << *iter << "' on NPC '" << ref->mBase->mId << "'" << std::endl; } if (!ref->mBase->mFaction.empty()) { static const int iAutoRepFacMod = MWBase::Environment::get().getWorld()->getStore().get() .find("iAutoRepFacMod")->getInt(); static const int iAutoRepLevMod = MWBase::Environment::get().getWorld()->getStore().get() .find("iAutoRepLevMod")->getInt(); int rank = ref->mBase->getFactionRank(); data->mNpcStats.setReputation(iAutoRepFacMod * (rank+1) + iAutoRepLevMod * (data->mNpcStats.getLevel()-1)); } data->mNpcStats.getAiSequence().fill(ref->mBase->mAiPackage); data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Hello, ref->mBase->mAiData.mHello); data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight, ref->mBase->mAiData.mFight); data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee, ref->mBase->mAiData.mFlee); data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm); // 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->mNpcStats.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 NPC '" << ref->mBase->mId << "'" << std::endl; } } // inventory // setting ownership is used to make the NPC auto-equip his initial equipment only, and not bartered items data->mInventoryStore.fill(ref->mBase->mInventory, ptr.getCellRef().getRefId()); data->mNpcStats.setGoldPool(gold); // store ptr.getRefData().setCustomData (data.release()); getInventoryStore(ptr).autoEquip(ptr); } } void Npc::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const { renderingInterface.getObjects().insertNPC(ptr); } bool Npc::isPersistent(const MWWorld::ConstPtr &actor) const { const MWWorld::LiveCellRef* ref = actor.get(); return ref->mBase->mPersistent; } std::string Npc::getModel(const MWWorld::ConstPtr &ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); std::string model = "meshes\\base_anim.nif"; const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get().find(ref->mBase->mRace); if(race->mData.mFlags & ESM::Race::Beast) model = "meshes\\base_animkna.nif"; return model; } void Npc::getModelsToPreload(const MWWorld::Ptr &ptr, std::vector &models) const { const MWWorld::LiveCellRef *npc = ptr.get(); const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get().search(npc->mBase->mRace); if(race && race->mData.mFlags & ESM::Race::Beast) models.push_back("meshes\\base_animkna.nif"); // keep these always loaded just in case models.push_back("meshes/xargonian_swimkna.nif"); models.push_back("meshes/xbase_anim_female.nif"); models.push_back("meshes/xbase_anim.nif"); if (!npc->mBase->mModel.empty()) models.push_back("meshes/"+npc->mBase->mModel); if (!npc->mBase->mHead.empty()) { const ESM::BodyPart* head = MWBase::Environment::get().getWorld()->getStore().get().search(npc->mBase->mHead); if (head) models.push_back("meshes/"+head->mModel); } if (!npc->mBase->mHair.empty()) { const ESM::BodyPart* hair = MWBase::Environment::get().getWorld()->getStore().get().search(npc->mBase->mHair); if (hair) models.push_back("meshes/"+hair->mModel); } bool female = (npc->mBase->mFlags & ESM::NPC::Female); // FIXME: use const version of InventoryStore functions once they are available // preload equipped items 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()) { std::vector parts; if(equipped->getTypeName() == typeid(ESM::Clothing).name()) { const ESM::Clothing *clothes = equipped->get()->mBase; parts = clothes->mParts.mParts; } else if(equipped->getTypeName() == typeid(ESM::Armor).name()) { const ESM::Armor *armor = equipped->get()->mBase; parts = armor->mParts.mParts; } else { std::string model = equipped->getClass().getModel(*equipped); if (!model.empty()) models.push_back(model); } for (std::vector::const_iterator it = parts.begin(); it != parts.end(); ++it) { std::string partname = female ? it->mFemale : it->mMale; if (partname.empty()) partname = female ? it->mMale : it->mFemale; const ESM::BodyPart* part = MWBase::Environment::get().getWorld()->getStore().get().search(partname); if (part && !part->mModel.empty()) models.push_back("meshes/"+part->mModel); } } } } // preload body parts if (race) { const std::vector& parts = MWRender::NpcAnimation::getBodyParts(Misc::StringUtils::lowerCase(race->mId), female, false, false); for (std::vector::const_iterator it = parts.begin(); it != parts.end(); ++it) { const ESM::BodyPart* part = *it; if (part && !part->mModel.empty()) models.push_back("meshes/"+part->mModel); } } } std::string Npc::getName (const MWWorld::ConstPtr& ptr) const { if(ptr.getRefData().getCustomData() && ptr.getRefData().getCustomData()->asNpcCustomData().mNpcStats.isWerewolf()) { const MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store &store = world->getStore().get(); return store.find("sWerewolfPopup")->getString(); } const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mName; } MWMechanics::CreatureStats& Npc::getCreatureStats (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return ptr.getRefData().getCustomData()->asNpcCustomData().mNpcStats; } MWMechanics::NpcStats& Npc::getNpcStats (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return ptr.getRefData().getCustomData()->asNpcCustomData().mNpcStats; } void Npc::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 */ MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store &store = world->getStore().get(); // Get the weapon used (if hand-to-hand, weapon = inv.end()) MWWorld::InventoryStore &inv = getInventoryStore(ptr); MWWorld::ContainerStoreIterator weaponslot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); MWWorld::Ptr weapon = ((weaponslot != inv.end()) ? *weaponslot : MWWorld::Ptr()); if(!weapon.isEmpty() && weapon.getTypeName() != typeid(ESM::Weapon).name()) weapon = MWWorld::Ptr(); MWMechanics::applyFatigueLoss(ptr, weapon, attackStrength); const float fCombatDistance = store.find("fCombatDistance")->getFloat(); float dist = fCombatDistance * (!weapon.isEmpty() ? weapon.get()->mBase->mData.mReach : store.find("fHandToHandReach")->getFloat()); // 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); // TODO: Use second to work out the hit angle std::pair result = world->getHitContact(ptr, dist, targetActors); MWWorld::Ptr victim = result.first; osg::Vec3f hitPosition (result.second); if(victim.isEmpty()) // Didn't hit anything return; const MWWorld::Class &othercls = victim.getClass(); if(!othercls.isActor()) // Can't hit non-actors return; MWMechanics::CreatureStats &otherstats = othercls.getCreatureStats(victim); if(otherstats.isDead()) // Can't hit dead actors return; if(ptr == MWMechanics::getPlayer()) MWBase::Environment::get().getWindowManager()->setEnemy(victim); int weapskill = ESM::Skill::HandToHand; if(!weapon.isEmpty()) weapskill = weapon.getClass().getEquipmentSkill(weapon); float hitchance = MWMechanics::getHitChance(ptr, victim, ptr.getClass().getSkill(ptr, weapskill)); /* 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 */ othercls.onHit(victim, 0.0f, false, weapon, ptr, osg::Vec3f(), false); MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr); return; } bool healthdmg; float damage = 0.0f; 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); healthdmg = true; } else { MWMechanics::getHandToHandDamage(ptr, victim, damage, healthdmg, attackStrength); } if(ptr == MWMechanics::getPlayer()) { skillUsageSucceeded(ptr, weapskill, 0); const MWMechanics::AiSequence& seq = victim.getClass().getCreatureStats(victim).getAiSequence(); bool unaware = !seq.isInCombat() && !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(ptr, victim); if(unaware) { damage *= store.find("fCombatCriticalStrikeMult")->getFloat(); MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}"); MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f); } } if (othercls.getCreatureStats(victim).getKnockedDown()) damage *= store.find("fCombatKODamageMult")->getFloat(); // 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) */ 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); othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true); } void Npc::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); bool wasDead = stats.isDead(); // Note OnPcHitMe is not set for friendly hits. bool setOnPcHitMe = true; // NOTE: 'object' and/or 'attacker' may be empty. if (!attacker.isEmpty() && attacker.getClass().isActor() && !stats.getAiSequence().isInCombat(attacker)) { stats.setAttacked(true); 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.getClass().getScript(ptr); /* Set the OnPCHitMe script variable. The script is responsible for clearing it. */ if(!script.empty()) ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1); } if (!successful) { // Missed sndMgr->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; bool godmode = ptr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState(); if (godmode) damage = 0; if (damage > 0.0f && !attacker.isEmpty()) { // 'ptr' is losing health. Play a 'hit' voiced dialog entry if not already saying // something, alert the character controller, scripts, etc. const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); const GMST& gmst = getGmst(); int chance = store.get().find("iVoiceHitOdds")->getInt(); if (Misc::Rng::roll0to99() < chance) MWBase::Environment::get().getDialogueManager()->say(ptr, "hit"); // Check for knockdown float agilityTerm = stats.getAttribute(ESM::Attribute::Agility).getModified() * gmst.fKnockDownMult->getFloat(); float knockdownTerm = stats.getAttribute(ESM::Attribute::Agility).getModified() * gmst.iKnockDownOddsMult->getInt() * 0.01f + gmst.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? if (damage > 0 && ishealth) { // Hit percentages: // cuirass = 30% // shield, helmet, greaves, boots, pauldrons = 10% each // guantlets = 5% each static const int hitslots[20] = { MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_CarriedLeft, MWWorld::InventoryStore::Slot_CarriedLeft, MWWorld::InventoryStore::Slot_Helmet, MWWorld::InventoryStore::Slot_Helmet, MWWorld::InventoryStore::Slot_Greaves, MWWorld::InventoryStore::Slot_Greaves, MWWorld::InventoryStore::Slot_Boots, MWWorld::InventoryStore::Slot_Boots, MWWorld::InventoryStore::Slot_LeftPauldron, MWWorld::InventoryStore::Slot_LeftPauldron, MWWorld::InventoryStore::Slot_RightPauldron, MWWorld::InventoryStore::Slot_RightPauldron, MWWorld::InventoryStore::Slot_LeftGauntlet, MWWorld::InventoryStore::Slot_RightGauntlet }; int hitslot = hitslots[Misc::Rng::rollDice(20)]; float unmitigatedDamage = damage; float x = damage / (damage + getArmorRating(ptr)); damage *= std::max(gmst.fCombatArmorMinMult->getFloat(), x); int damageDiff = static_cast(unmitigatedDamage - damage); damage = std::max(1.f, damage); damageDiff = std::max(1, damageDiff); MWWorld::InventoryStore &inv = getInventoryStore(ptr); MWWorld::ContainerStoreIterator armorslot = inv.getSlot(hitslot); MWWorld::Ptr armor = ((armorslot != inv.end()) ? *armorslot : MWWorld::Ptr()); if(!armor.isEmpty() && armor.getTypeName() == typeid(ESM::Armor).name()) { if (attacker.isEmpty() || (!attacker.isEmpty() && !(object.isEmpty() && !attacker.getClass().isNpc()))) // Unarmed creature attacks don't affect armor condition { int armorhealth = armor.getClass().getItemHealth(armor); armorhealth -= std::min(damageDiff, armorhealth); armor.getCellRef().setCharge(armorhealth); // Armor broken? unequip it if (armorhealth == 0) armor = *inv.unequipItem(armor, ptr); } if (ptr == MWMechanics::getPlayer()) skillUsageSucceeded(ptr, armor.getClass().getEquipmentSkill(armor), 0); switch(armor.getClass().getEquipmentSkill(armor)) { case ESM::Skill::LightArmor: sndMgr->playSound3D(ptr, "Light Armor Hit", 1.0f, 1.0f); break; case ESM::Skill::MediumArmor: sndMgr->playSound3D(ptr, "Medium Armor Hit", 1.0f, 1.0f); break; case ESM::Skill::HeavyArmor: sndMgr->playSound3D(ptr, "Heavy Armor Hit", 1.0f, 1.0f); break; } } else if(ptr == MWMechanics::getPlayer()) skillUsageSucceeded(ptr, ESM::Skill::Unarmored, 0); } } if (ishealth) { if (!attacker.isEmpty() && !godmode) damage = scaleDamage(damage, attacker, ptr); if (damage > 0.0f) { sndMgr->playSound3D(ptr, "Health Damage", 1.0f, 1.0f); if (ptr == MWMechanics::getPlayer()) MWBase::Environment::get().getWindowManager()->activateHitOverlay(); if (!attacker.isEmpty()) MWBase::Environment::get().getWorld()->spawnBloodEffect(ptr, hitPosition); } MWMechanics::DynamicStat health(getCreatureStats(ptr).getHealth()); health.setCurrent(health.getCurrent() - damage); stats.setHealth(health); } else { MWMechanics::DynamicStat fatigue(getCreatureStats(ptr).getFatigue()); fatigue.setCurrent(fatigue.getCurrent() - damage, true); stats.setFatigue(fatigue); } if (!wasDead && getCreatureStats(ptr).isDead()) { // NPC was killed if (!attacker.isEmpty() && attacker.getClass().isNpc() && attacker.getClass().getNpcStats(attacker).isWerewolf()) { attacker.getClass().getNpcStats(attacker).addWerewolfKill(); } MWBase::Environment::get().getMechanicsManager()->actorKilled(ptr, attacker); } /* 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 the LocalPlayer, check whether packets should be sent about their new dynamic stats and position 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 (ptr == MWMechanics::getPlayer()) { // Record the attacker as the LocalPlayer's death reason if (getCreatureStats(ptr).isDead()) { mwmp::Main::get().getLocalPlayer()->killer = MechanicsHelper::getTarget(attacker); } mwmp::Main::get().getLocalPlayer()->updateStatsDynamic(true); mwmp::Main::get().getLocalPlayer()->updatePosition(true); // fix position after getting damage; } else 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 Npc::activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const { /* Start of tes3mp addition Don't display a dialogue screen for two players interacting with each other */ if (actor == MWMechanics::getPlayer() && mwmp::PlayerList::isDedicatedPlayer(ptr)) return std::shared_ptr(new MWWorld::FailedAction("")); /* End of tes3mp addition */ /* Start of tes3mp addition Avoid returning an ActionTalk when a non-player NPC activates another non-player NPC, because it will always pop up a dialogue screen for the local player */ if (ptr != MWMechanics::getPlayer() && actor != MWMechanics::getPlayer()) return std::shared_ptr(new MWWorld::FailedAction("")); /* End of tes3mp addition */ // player got activated by another NPC if(ptr == MWMechanics::getPlayer()) return std::shared_ptr(new MWWorld::ActionTalk(actor)); // Werewolfs can't activate NPCs 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("WolfNPC"); 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(getCreatureStats(actor).getStance(MWMechanics::CreatureStats::Stance_Sneak) || ptr.getClass().getCreatureStats(ptr).getKnockedDown()) return std::shared_ptr(new MWWorld::ActionOpen(ptr)); // stealing // Can't talk to werewolfs if(ptr.getClass().isNpc() && ptr.getClass().getNpcStats(ptr).isWerewolf()) return std::shared_ptr (new MWWorld::FailedAction("")); return std::shared_ptr(new MWWorld::ActionTalk(ptr)); } MWWorld::ContainerStore& Npc::getContainerStore (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return ptr.getRefData().getCustomData()->asNpcCustomData().mInventoryStore; } MWWorld::InventoryStore& Npc::getInventoryStore (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return ptr.getRefData().getCustomData()->asNpcCustomData().mInventoryStore; } std::string Npc::getScript (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mScript; } float Npc::getSpeed(const MWWorld::Ptr& ptr) const { const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); if (stats.isParalyzed() || stats.getKnockedDown() || stats.isDead()) return 0.f; const MWBase::World *world = MWBase::Environment::get().getWorld(); const GMST& gmst = getGmst(); const NpcCustomData *npcdata = static_cast(ptr.getRefData().getCustomData()); const MWMechanics::MagicEffects &mageffects = npcdata->mNpcStats.getMagicEffects(); const float normalizedEncumbrance = getNormalizedEncumbrance(ptr); bool sneaking = stats.getStance(MWMechanics::CreatureStats::Stance_Sneak); bool running = stats.getStance(MWMechanics::CreatureStats::Stance_Run); float walkSpeed = gmst.fMinWalkSpeed->getFloat() + 0.01f*npcdata->mNpcStats.getAttribute(ESM::Attribute::Speed).getModified()* (gmst.fMaxWalkSpeed->getFloat() - gmst.fMinWalkSpeed->getFloat()); walkSpeed *= 1.0f - gmst.fEncumberedMoveEffect->getFloat()*normalizedEncumbrance; walkSpeed = std::max(0.0f, walkSpeed); if(sneaking) walkSpeed *= gmst.fSneakSpeedMultiplier->getFloat(); float runSpeed = walkSpeed*(0.01f * npcdata->mNpcStats.getSkill(ESM::Skill::Athletics).getModified() * gmst.fAthleticsRunBonus->getFloat() + gmst.fBaseRunMultiplier->getFloat()); float moveSpeed; if(getEncumbrance(ptr) > getCapacity(ptr)) moveSpeed = 0.0f; else if(mageffects.get(ESM::MagicEffect::Levitate).getMagnitude() > 0 && world->isLevitationEnabled()) { float flySpeed = 0.01f*(npcdata->mNpcStats.getAttribute(ESM::Attribute::Speed).getModified() + mageffects.get(ESM::MagicEffect::Levitate).getMagnitude()); flySpeed = gmst.fMinFlySpeed->getFloat() + flySpeed*(gmst.fMaxFlySpeed->getFloat() - gmst.fMinFlySpeed->getFloat()); 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*npcdata->mNpcStats.getSkill(ESM::Skill::Athletics).getModified()* gmst.fSwimRunAthleticsMult->getFloat(); moveSpeed = swimSpeed; } else if(running && !sneaking) moveSpeed = runSpeed; else moveSpeed = walkSpeed; if(getMovementSettings(ptr).mPosition[0] != 0 && getMovementSettings(ptr).mPosition[1] == 0) moveSpeed *= 0.75f; if(npcdata->mNpcStats.isWerewolf() && running && npcdata->mNpcStats.getDrawState() == MWMechanics::DrawState_Nothing) moveSpeed *= gmst.fWereWolfRunMult->getFloat(); return moveSpeed; } float Npc::getJump(const MWWorld::Ptr &ptr) const { if(getEncumbrance(ptr) > getCapacity(ptr)) return 0.f; const NpcCustomData *npcdata = static_cast(ptr.getRefData().getCustomData()); const GMST& gmst = getGmst(); const MWMechanics::MagicEffects &mageffects = npcdata->mNpcStats.getMagicEffects(); const float encumbranceTerm = gmst.fJumpEncumbranceBase->getFloat() + gmst.fJumpEncumbranceMultiplier->getFloat() * (1.0f - Npc::getNormalizedEncumbrance(ptr)); float a = static_cast(npcdata->mNpcStats.getSkill(ESM::Skill::Acrobatics).getModified()); float b = 0.0f; if(a > 50.0f) { b = a - 50.0f; a = 50.0f; } float x = gmst.fJumpAcrobaticsBase->getFloat() + std::pow(a / 15.0f, gmst.fJumpAcroMultiplier->getFloat()); x += 3.0f * b * gmst.fJumpAcroMultiplier->getFloat(); x += mageffects.get(ESM::MagicEffect::Jump).getMagnitude() * 64; x *= encumbranceTerm; if(ptr.getClass().getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Run)) x *= gmst.fJumpRunMultiplier->getFloat(); x *= npcdata->mNpcStats.getFatigueTerm(); x -= -627.2f;/*gravity constant*/ x /= 3.0f; return x; } MWMechanics::Movement& Npc::getMovementSettings (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return ptr.getRefData().getCustomData()->asNpcCustomData().mMovement; } bool Npc::isEssential (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return (ref->mBase->mFlags & ESM::NPC::Essential) != 0; } void Npc::registerSelf() { std::shared_ptr instance (new Npc); registerClass (typeid (ESM::NPC).name(), instance); } bool Npc::hasToolTip(const MWWorld::ConstPtr& ptr) const { if (!ptr.getRefData().getCustomData() || MWBase::Environment::get().getWindowManager()->isGuiMode()) return true; const NpcCustomData& customData = ptr.getRefData().getCustomData()->asNpcCustomData(); if (customData.mNpcStats.isDead() && customData.mNpcStats.isDeathAnimationFinished()) return true; return !customData.mNpcStats.getAiSequence().isInCombat(); } MWGui::ToolTipInfo Npc::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const { const MWWorld::LiveCellRef *ref = ptr.get(); bool fullHelp = MWBase::Environment::get().getWindowManager()->getFullHelp(); MWGui::ToolTipInfo info; info.caption = getName(ptr); if(fullHelp && ptr.getRefData().getCustomData() && ptr.getRefData().getCustomData()->asNpcCustomData().mNpcStats.isWerewolf()) { info.caption += " ("; info.caption += ref->mBase->mName; info.caption += ")"; } if(fullHelp) info.text = MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script"); return info; } float Npc::getCapacity (const MWWorld::Ptr& ptr) const { const MWMechanics::CreatureStats& stats = getCreatureStats (ptr); static const float fEncumbranceStrMult = MWBase::Environment::get().getWorld()->getStore().get().find("fEncumbranceStrMult")->getFloat(); return stats.getAttribute(ESM::Attribute::Strength).getModified()*fEncumbranceStrMult; } float Npc::getEncumbrance (const MWWorld::Ptr& ptr) const { // According to UESP, inventory weight is ignored in werewolf form. Does that include // feather and burden effects? return getNpcStats(ptr).isWerewolf() ? 0.0f : Actor::getEncumbrance(ptr); } bool Npc::apply (const MWWorld::Ptr& ptr, const std::string& id, const MWWorld::Ptr& actor) const { MWMechanics::CastSpell cast(ptr, ptr); return cast.cast(id); } void Npc::skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType, float extraFactor) const { MWMechanics::NpcStats& stats = getNpcStats (ptr); if (stats.isWerewolf()) return; MWWorld::LiveCellRef *ref = ptr.get(); const ESM::Class *class_ = MWBase::Environment::get().getWorld()->getStore().get().find ( ref->mBase->mClass ); stats.useSkill (skill, *class_, usageType, extraFactor); } float Npc::getArmorRating (const MWWorld::Ptr& ptr) const { const MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store &store = world->getStore().get(); MWMechanics::NpcStats &stats = getNpcStats(ptr); const MWWorld::InventoryStore &invStore = getInventoryStore(ptr); float fUnarmoredBase1 = store.find("fUnarmoredBase1")->getFloat(); float fUnarmoredBase2 = store.find("fUnarmoredBase2")->getFloat(); int unarmoredSkill = stats.getSkill(ESM::Skill::Unarmored).getModified(); float ratings[MWWorld::InventoryStore::Slots]; for(int i = 0;i < MWWorld::InventoryStore::Slots;i++) { MWWorld::ConstContainerStoreIterator it = invStore.getSlot(i); if (it == invStore.end() || it->getTypeName() != typeid(ESM::Armor).name()) { // unarmored ratings[i] = (fUnarmoredBase1 * unarmoredSkill) * (fUnarmoredBase2 * unarmoredSkill); } else { ratings[i] = it->getClass().getEffectiveArmorRating(*it, ptr); // Take in account armor condition const bool hasHealth = it->getClass().hasItemHealth(*it); if (hasHealth) { int armorHealth = it->getClass().getItemHealth(*it); int armorMaxHealth = it->getClass().getItemMaxHealth(*it); ratings[i] *= (float(armorHealth) / armorMaxHealth); } } } float shield = stats.getMagicEffects().get(ESM::MagicEffect::Shield).getMagnitude(); return ratings[MWWorld::InventoryStore::Slot_Cuirass] * 0.3f + (ratings[MWWorld::InventoryStore::Slot_CarriedLeft] + ratings[MWWorld::InventoryStore::Slot_Helmet] + ratings[MWWorld::InventoryStore::Slot_Greaves] + ratings[MWWorld::InventoryStore::Slot_Boots] + ratings[MWWorld::InventoryStore::Slot_LeftPauldron] + ratings[MWWorld::InventoryStore::Slot_RightPauldron] ) * 0.1f + (ratings[MWWorld::InventoryStore::Slot_LeftGauntlet] + ratings[MWWorld::InventoryStore::Slot_RightGauntlet]) * 0.05f + shield; } void Npc::adjustScale(const MWWorld::ConstPtr &ptr, osg::Vec3f&scale, bool rendering) const { if (!rendering) return; // collision meshes are not scaled based on race height // having the same collision extents for all races makes the environments easier to test const MWWorld::LiveCellRef *ref = ptr.get(); const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get().find(ref->mBase->mRace); if (ref->mBase->isMale()) { scale.x() *= race->mData.mWeight.mMale; scale.y() *= race->mData.mWeight.mMale; scale.z() *= race->mData.mHeight.mMale; } else { scale.x() *= race->mData.mWeight.mFemale; scale.y() *= race->mData.mWeight.mFemale; scale.z() *= race->mData.mHeight.mFemale; } } int Npc::getServices(const MWWorld::ConstPtr &actor) const { const MWWorld::LiveCellRef* ref = actor.get(); if (ref->mBase->mHasAI) return ref->mBase->mAiData.mServices; else return 0; } std::string Npc::getSoundIdFromSndGen(const MWWorld::Ptr &ptr, const std::string &name) const { if(name == "left" || name == "right") { MWBase::World *world = MWBase::Environment::get().getWorld(); osg::Vec3f pos(ptr.getRefData().getPosition().asVec3()); if(world->isSwimming(ptr)) return (name == "left") ? "Swim Left" : "Swim Right"; if(world->isUnderwater(ptr.getCell(), pos) || world->isWalkingOnWater(ptr)) return (name == "left") ? "FootWaterLeft" : "FootWaterRight"; if(world->isOnGround(ptr)) { if (ptr.getClass().getNpcStats(ptr).isWerewolf() && ptr.getClass().getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Run)) { MWMechanics::WeaponType weaponType = MWMechanics::WeapType_None; MWMechanics::getActiveWeapon(ptr.getClass().getCreatureStats(ptr), ptr.getClass().getInventoryStore(ptr), &weaponType); if (weaponType == MWMechanics::WeapType_None) return ""; } const MWWorld::InventoryStore &inv = Npc::getInventoryStore(ptr); MWWorld::ConstContainerStoreIterator boots = inv.getSlot(MWWorld::InventoryStore::Slot_Boots); if(boots == inv.end() || boots->getTypeName() != typeid(ESM::Armor).name()) return (name == "left") ? "FootBareLeft" : "FootBareRight"; switch(boots->getClass().getEquipmentSkill(*boots)) { case ESM::Skill::LightArmor: return (name == "left") ? "FootLightLeft" : "FootLightRight"; case ESM::Skill::MediumArmor: return (name == "left") ? "FootMedLeft" : "FootMedRight"; case ESM::Skill::HeavyArmor: return (name == "left") ? "FootHeavyLeft" : "FootHeavyRight"; } } return ""; } if(name == "land") { MWBase::World *world = MWBase::Environment::get().getWorld(); osg::Vec3f pos(ptr.getRefData().getPosition().asVec3()); if(world->isUnderwater(ptr.getCell(), pos) || world->isWalkingOnWater(ptr)) return "DefaultLandWater"; if(world->isOnGround(ptr)) return "DefaultLand"; return ""; } if(name == "swimleft") return "Swim Left"; if(name == "swimright") return "Swim Right"; // TODO: I have no idea what these are supposed to do for NPCs since they use // voiced dialog for various conditions like health loss and combat taunts. Maybe // only for biped creatures? if(name == "moan") return ""; if(name == "roar") return ""; if(name == "scream") return ""; throw std::runtime_error(std::string("Unexpected soundgen type: ")+name); } MWWorld::Ptr Npc::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const { const MWWorld::LiveCellRef *ref = ptr.get(); return MWWorld::Ptr(cell.insert(ref), &cell); } int Npc::getSkill(const MWWorld::Ptr& ptr, int skill) const { return ptr.getClass().getNpcStats(ptr).getSkill(skill).getModified(); } int Npc::getBloodTexture(const MWWorld::ConstPtr &ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); if (ref->mBase->mFlags & ESM::NPC::Skeleton) return 1; if (ref->mBase->mFlags & ESM::NPC::Metal) return 2; return 0; } void Npc::readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const { if (!state.mHasCustomState) return; const ESM::NpcState& 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 NpcCustomData); 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. NpcCustomData& customData = ptr.getRefData().getCustomData()->asNpcCustomData(); customData.mInventoryStore.readState (state2.mInventory); customData.mNpcStats.readState (state2.mNpcStats); static_cast (customData.mNpcStats).readState (state2.mCreatureStats); } void Npc::writeAdditionalState (const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const { ESM::NpcState& state2 = dynamic_cast (state); if (!ptr.getRefData().getCustomData()) { state.mHasCustomState = false; return; } const NpcCustomData& customData = ptr.getRefData().getCustomData()->asNpcCustomData(); customData.mInventoryStore.writeState (state2.mInventory); customData.mNpcStats.writeState (state2.mNpcStats); static_cast (customData.mNpcStats).writeState (state2.mCreatureStats); } int Npc::getBaseGold(const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mNpdt.mGold; } bool Npc::isClass(const MWWorld::ConstPtr& ptr, const std::string &className) const { return Misc::StringUtils::ciEqual(ptr.get()->mBase->mClass, className); } bool Npc::canSwim(const MWWorld::ConstPtr &ptr) const { return true; } bool Npc::canWalk(const MWWorld::ConstPtr &ptr) const { return true; } void Npc::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 (ptr.get()->mBase->mFlags & ESM::NPC::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 Npc::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 Npc::getBaseFightRating (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mAiData.mFight; } bool Npc::isBipedal(const MWWorld::ConstPtr &ptr) const { return true; } std::string Npc::getPrimaryFaction (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mFaction; } int Npc::getPrimaryFactionRank (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->getFactionRank(); } }