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#include "npcstats.hpp"
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#include <cmath>
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#include <stdexcept>
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#include <boost/format.hpp>
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#include <components/esm/loadskil.hpp>
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#include <components/esm/loadclas.hpp>
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#include <components/esm/loadgmst.hpp>
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#include <components/esm_store/store.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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MWMechanics::NpcStats::NpcStats()
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: mMovementFlags (0), mDrawState (DrawState_Nothing)
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, mLevelProgress(0)
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{
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mSkillIncreases.resize (ESM::Attribute::Length);
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for (int i=0; i<ESM::Attribute::Length; ++i)
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mSkillIncreases[i] = 0;
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}
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MWMechanics::DrawState_ MWMechanics::NpcStats::getDrawState() const
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{
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return mDrawState;
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}
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void MWMechanics::NpcStats::setDrawState (DrawState_ state)
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{
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mDrawState = state;
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}
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bool MWMechanics::NpcStats::getMovementFlag (Flag flag) const
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{
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return mMovementFlags & flag;
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}
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void MWMechanics::NpcStats::setMovementFlag (Flag flag, bool state)
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{
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if (state)
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mMovementFlags |= flag;
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else
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mMovementFlags &= ~flag;
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}
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const MWMechanics::Stat<float>& MWMechanics::NpcStats::getSkill (int index) const
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{
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if (index<0 || index>=27)
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throw std::runtime_error ("skill index out of range");
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return mSkill[index];
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}
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MWMechanics::Stat<float>& MWMechanics::NpcStats::getSkill (int index)
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{
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if (index<0 || index>=27)
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throw std::runtime_error ("skill index out of range");
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return mSkill[index];
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}
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std::map<std::string, int>& MWMechanics::NpcStats::getFactionRanks()
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{
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return mFactionRank;
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}
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const std::map<std::string, int>& MWMechanics::NpcStats::getFactionRanks() const
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{
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return mFactionRank;
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}
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float MWMechanics::NpcStats::getSkillGain (int skillIndex, const ESM::Class& class_, int usageType,
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int level) const
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{
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if (level<0)
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level = static_cast<int> (getSkill (skillIndex).getBase());
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const ESM::Skill *skill = MWBase::Environment::get().getWorld()->getStore().skills.find (skillIndex);
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float skillFactor = 1;
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if (usageType>=4)
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throw std::runtime_error ("skill usage type out of range");
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if (usageType>0)
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{
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skillFactor = skill->data.useValue[usageType];
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if (skillFactor<=0)
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throw std::runtime_error ("invalid skill gain factor");
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}
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float typeFactor =
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MWBase::Environment::get().getWorld()->getStore().gameSettings.find ("fMiscSkillBonus")->f;
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for (int i=0; i<5; ++i)
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if (class_.data.skills[i][0]==skillIndex)
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{
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typeFactor =
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MWBase::Environment::get().getWorld()->getStore().gameSettings.find ("fMinorSkillBonus")->f;
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break;
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}
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for (int i=0; i<5; ++i)
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if (class_.data.skills[i][1]==skillIndex)
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{
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typeFactor =
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MWBase::Environment::get().getWorld()->getStore().gameSettings.find ("fMajorSkillBonus")->f;
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break;
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}
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if (typeFactor<=0)
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throw std::runtime_error ("invalid skill type factor");
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float specialisationFactor = 1;
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if (skill->data.specialization==class_.data.specialization)
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{
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specialisationFactor =
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MWBase::Environment::get().getWorld()->getStore().gameSettings.find ("fSpecialSkillBonus")->f;
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if (specialisationFactor<=0)
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throw std::runtime_error ("invalid skill specialisation factor");
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}
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return 1.0 / (level +1) * (1.0 / (skillFactor)) * typeFactor * specialisationFactor;
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}
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void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_, int usageType)
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{
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float base = getSkill (skillIndex).getBase();
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int level = static_cast<int> (base);
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base += getSkillGain (skillIndex, class_, usageType);
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if (static_cast<int> (base)!=level)
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{
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// skill leveled up
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base = level+1;
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// if this is a major or minor skill of the class, increase level progress
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bool levelProgress = false;
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for (int i=0; i<2; ++i)
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for (int j=0; j<5; ++j)
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{
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int skill = class_.data.skills[j][i];
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if (skill == skillIndex)
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levelProgress = true;
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}
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mLevelProgress += levelProgress;
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// check the attribute this skill belongs to
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const ESM::Skill* skill = MWBase::Environment::get().getWorld ()->getStore ().skills.find(skillIndex);
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++mSkillIncreases[skill->data.attribute];
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// Play sound & skill progress notification
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/// \todo check if character is the player, if levelling is ever implemented for NPCs
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MWBase::Environment::get().getSoundManager ()->playSound ("skillraise", 1, 1);
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std::stringstream message;
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message << boost::format(MWBase::Environment::get().getWindowManager ()->getGameSettingString ("sNotifyMessage39", ""))
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% std::string("#{" + ESM::Skill::sSkillNameIds[skillIndex] + "}")
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% base;
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MWBase::Environment::get().getWindowManager ()->messageBox(message.str(), std::vector<std::string>());
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if (mLevelProgress >= 10)
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{
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// levelup is possible now
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MWBase::Environment::get().getWindowManager ()->messageBox ("#{sLevelUpMsg}", std::vector<std::string>());
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}
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}
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getSkill (skillIndex).setBase (base);
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}
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int MWMechanics::NpcStats::getLevelProgress () const
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{
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return mLevelProgress;
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}
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void MWMechanics::NpcStats::levelUp()
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{
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mLevelProgress -= 10;
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for (int i=0; i<ESM::Attribute::Length; ++i)
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mSkillIncreases[i] = 0;
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}
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int MWMechanics::NpcStats::getLevelupAttributeMultiplier(int attribute) const
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{
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// Source: http://www.uesp.net/wiki/Morrowind:Level#How_to_Level_Up
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int num = mSkillIncreases[attribute];
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if (num <= 1)
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return 1;
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else if (num <= 4)
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return 2;
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else if (num <= 7)
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return 3;
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else if (num <= 9)
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return 4;
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else
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return 5;
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}
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