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#include "npc.hpp"
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#include <memory>
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#include <components/misc/rng.hpp>
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#include <components/esm/loadmgef.hpp>
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#include <components/esm/loadnpc.hpp>
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#include <components/esm/npcstate.hpp>
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#include <components/settings/settings.hpp>
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/Log.hpp>
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#include "../mwmp/Main.hpp"
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#include "../mwmp/LocalPlayer.hpp"
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#include "../mwmp/PlayerList.hpp"
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#include "../mwmp/CellController.hpp"
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#include "../mwmp/MechanicsHelper.hpp"
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/*
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End of tes3mp addition
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*/
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/disease.hpp"
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#include "../mwmechanics/combat.hpp"
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#include "../mwmechanics/autocalcspell.hpp"
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#include "../mwmechanics/difficultyscaling.hpp"
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#include "../mwmechanics/character.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/actiontalk.hpp"
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#include "../mwworld/actionopen.hpp"
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#include "../mwworld/failedaction.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/customdata.hpp"
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#include "../mwphysics/physicssystem.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwrender/objects.hpp"
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#include "../mwrender/renderinginterface.hpp"
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#include "../mwrender/npcanimation.hpp"
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#include "../mwgui/tooltips.hpp"
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namespace
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{
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int is_even(double d) {
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double int_part;
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modf(d / 2.0, &int_part);
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return 2.0 * int_part == d;
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}
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int round_ieee_754(double d) {
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double i = floor(d);
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d -= i;
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if(d < 0.5)
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return static_cast<int>(i);
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if(d > 0.5)
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return static_cast<int>(i) + 1;
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if(is_even(i))
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return static_cast<int>(i);
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return static_cast<int>(i) + 1;
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}
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void autoCalculateAttributes (const ESM::NPC* npc, MWMechanics::CreatureStats& creatureStats)
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{
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// race bonus
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const ESM::Race *race =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(npc->mRace);
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bool male = (npc->mFlags & ESM::NPC::Female) == 0;
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int level = creatureStats.getLevel();
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for (int i=0; i<ESM::Attribute::Length; ++i)
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{
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const ESM::Race::MaleFemale& attribute = race->mData.mAttributeValues[i];
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creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale);
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}
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// class bonus
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const ESM::Class *class_ =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(npc->mClass);
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for (int i=0; i<2; ++i)
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{
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int attribute = class_->mData.mAttribute[i];
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if (attribute>=0 && attribute<8)
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{
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creatureStats.setAttribute(attribute,
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creatureStats.getAttribute(attribute).getBase() + 10);
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}
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}
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// skill bonus
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for (int attribute=0; attribute < ESM::Attribute::Length; ++attribute)
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{
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float modifierSum = 0;
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for (int j=0; j<ESM::Skill::Length; ++j)
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{
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const ESM::Skill* skill = MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find(j);
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if (skill->mData.mAttribute != attribute)
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continue;
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// is this a minor or major skill?
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float add=0.2f;
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for (int k=0; k<5; ++k)
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{
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if (class_->mData.mSkills[k][0] == j)
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add=0.5;
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}
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for (int k=0; k<5; ++k)
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{
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if (class_->mData.mSkills[k][1] == j)
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add=1.0;
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}
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modifierSum += add;
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}
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creatureStats.setAttribute(attribute, std::min(
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round_ieee_754(creatureStats.getAttribute(attribute).getBase()
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+ (level-1) * modifierSum), 100) );
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}
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// initial health
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int strength = creatureStats.getAttribute(ESM::Attribute::Strength).getBase();
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int endurance = creatureStats.getAttribute(ESM::Attribute::Endurance).getBase();
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int multiplier = 3;
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if (class_->mData.mSpecialization == ESM::Class::Combat)
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multiplier += 2;
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else if (class_->mData.mSpecialization == ESM::Class::Stealth)
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multiplier += 1;
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if (class_->mData.mAttribute[0] == ESM::Attribute::Endurance
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|| class_->mData.mAttribute[1] == ESM::Attribute::Endurance)
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multiplier += 1;
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creatureStats.setHealth(floor(0.5f * (strength + endurance)) + multiplier * (creatureStats.getLevel() - 1));
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}
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/**
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* @brief autoCalculateSkills
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*
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* Skills are calculated with following formulae ( http://www.uesp.net/wiki/Morrowind:NPCs#Skills ):
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*
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* Skills: (Level - 1) × (Majority Multiplier + Specialization Multiplier)
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*
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* The Majority Multiplier is 1.0 for a Major or Minor Skill, or 0.1 for a Miscellaneous Skill.
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*
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* The Specialization Multiplier is 0.5 for a Skill in the same Specialization as the class,
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* zero for other Skills.
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*
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* and by adding class, race, specialization bonus.
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*/
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void autoCalculateSkills(const ESM::NPC* npc, MWMechanics::NpcStats& npcStats, const MWWorld::Ptr& ptr)
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{
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const ESM::Class *class_ =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(npc->mClass);
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unsigned int level = npcStats.getLevel();
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const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(npc->mRace);
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for (int i = 0; i < 2; ++i)
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{
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int bonus = (i==0) ? 10 : 25;
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for (int i2 = 0; i2 < 5; ++i2)
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{
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int index = class_->mData.mSkills[i2][i];
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if (index >= 0 && index < ESM::Skill::Length)
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{
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npcStats.getSkill(index).setBase (npcStats.getSkill(index).getBase() + bonus);
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}
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}
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}
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for (int skillIndex = 0; skillIndex < ESM::Skill::Length; ++skillIndex)
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{
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float majorMultiplier = 0.1f;
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float specMultiplier = 0.0f;
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int raceBonus = 0;
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int specBonus = 0;
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for (int raceSkillIndex = 0; raceSkillIndex < 7; ++raceSkillIndex)
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{
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if (race->mData.mBonus[raceSkillIndex].mSkill == skillIndex)
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{
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raceBonus = race->mData.mBonus[raceSkillIndex].mBonus;
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break;
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}
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}
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for (int k = 0; k < 5; ++k)
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{
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// is this a minor or major skill?
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if ((class_->mData.mSkills[k][0] == skillIndex) || (class_->mData.mSkills[k][1] == skillIndex))
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{
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majorMultiplier = 1.0f;
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break;
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}
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}
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// is this skill in the same Specialization as the class?
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const ESM::Skill* skill = MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find(skillIndex);
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if (skill->mData.mSpecialization == class_->mData.mSpecialization)
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{
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specMultiplier = 0.5f;
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specBonus = 5;
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}
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npcStats.getSkill(skillIndex).setBase(
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std::min(
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round_ieee_754(
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npcStats.getSkill(skillIndex).getBase()
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+ 5
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+ raceBonus
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+ specBonus
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+(int(level)-1) * (majorMultiplier + specMultiplier)), 100)); // Must gracefully handle level 0
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}
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int skills[ESM::Skill::Length];
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for (int i=0; i<ESM::Skill::Length; ++i)
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skills[i] = npcStats.getSkill(i).getBase();
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int attributes[ESM::Attribute::Length];
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for (int i=0; i<ESM::Attribute::Length; ++i)
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attributes[i] = npcStats.getAttribute(i).getBase();
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std::vector<std::string> spells = MWMechanics::autoCalcNpcSpells(skills, attributes, race);
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for (std::vector<std::string>::iterator it = spells.begin(); it != spells.end(); ++it)
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npcStats.getSpells().add(*it);
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}
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}
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namespace MWClass
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{
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class NpcCustomData : public MWWorld::CustomData
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{
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public:
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MWMechanics::NpcStats mNpcStats;
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MWMechanics::Movement mMovement;
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MWWorld::InventoryStore mInventoryStore;
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virtual MWWorld::CustomData *clone() const;
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virtual NpcCustomData& asNpcCustomData()
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{
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return *this;
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}
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virtual const NpcCustomData& asNpcCustomData() const
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{
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return *this;
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}
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};
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MWWorld::CustomData *NpcCustomData::clone() const
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{
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return new NpcCustomData (*this);
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}
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const Npc::GMST& Npc::getGmst()
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{
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static GMST gmst;
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static bool inited = false;
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if(!inited)
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{
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
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gmst.fMinWalkSpeed = store.find("fMinWalkSpeed");
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gmst.fMaxWalkSpeed = store.find("fMaxWalkSpeed");
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gmst.fEncumberedMoveEffect = store.find("fEncumberedMoveEffect");
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gmst.fSneakSpeedMultiplier = store.find("fSneakSpeedMultiplier");
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gmst.fAthleticsRunBonus = store.find("fAthleticsRunBonus");
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gmst.fBaseRunMultiplier = store.find("fBaseRunMultiplier");
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gmst.fMinFlySpeed = store.find("fMinFlySpeed");
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gmst.fMaxFlySpeed = store.find("fMaxFlySpeed");
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gmst.fSwimRunBase = store.find("fSwimRunBase");
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gmst.fSwimRunAthleticsMult = store.find("fSwimRunAthleticsMult");
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gmst.fJumpEncumbranceBase = store.find("fJumpEncumbranceBase");
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gmst.fJumpEncumbranceMultiplier = store.find("fJumpEncumbranceMultiplier");
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gmst.fJumpAcrobaticsBase = store.find("fJumpAcrobaticsBase");
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gmst.fJumpAcroMultiplier = store.find("fJumpAcroMultiplier");
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gmst.fJumpRunMultiplier = store.find("fJumpRunMultiplier");
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gmst.fWereWolfRunMult = store.find("fWereWolfRunMult");
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gmst.fKnockDownMult = store.find("fKnockDownMult");
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gmst.iKnockDownOddsMult = store.find("iKnockDownOddsMult");
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gmst.iKnockDownOddsBase = store.find("iKnockDownOddsBase");
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gmst.fCombatArmorMinMult = store.find("fCombatArmorMinMult");
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inited = true;
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}
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return gmst;
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}
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void Npc::ensureCustomData (const MWWorld::Ptr& ptr) const
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{
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if (!ptr.getRefData().getCustomData())
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{
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std::unique_ptr<NpcCustomData> data(new NpcCustomData);
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MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
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// creature stats
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int gold=0;
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if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS)
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{
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gold = ref->mBase->mNpdt.mGold;
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for (unsigned int i=0; i< ESM::Skill::Length; ++i)
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data->mNpcStats.getSkill (i).setBase (ref->mBase->mNpdt.mSkills[i]);
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data->mNpcStats.setAttribute(ESM::Attribute::Strength, ref->mBase->mNpdt.mStrength);
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data->mNpcStats.setAttribute(ESM::Attribute::Intelligence, ref->mBase->mNpdt.mIntelligence);
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data->mNpcStats.setAttribute(ESM::Attribute::Willpower, ref->mBase->mNpdt.mWillpower);
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data->mNpcStats.setAttribute(ESM::Attribute::Agility, ref->mBase->mNpdt.mAgility);
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data->mNpcStats.setAttribute(ESM::Attribute::Speed, ref->mBase->mNpdt.mSpeed);
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data->mNpcStats.setAttribute(ESM::Attribute::Endurance, ref->mBase->mNpdt.mEndurance);
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data->mNpcStats.setAttribute(ESM::Attribute::Personality, ref->mBase->mNpdt.mPersonality);
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data->mNpcStats.setAttribute(ESM::Attribute::Luck, ref->mBase->mNpdt.mLuck);
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data->mNpcStats.setHealth (ref->mBase->mNpdt.mHealth);
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data->mNpcStats.setMagicka (ref->mBase->mNpdt.mMana);
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data->mNpcStats.setFatigue (ref->mBase->mNpdt.mFatigue);
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data->mNpcStats.setLevel(ref->mBase->mNpdt.mLevel);
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data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt.mDisposition);
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data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation);
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data->mNpcStats.setNeedRecalcDynamicStats(false);
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}
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else
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{
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gold = ref->mBase->mNpdt.mGold;
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for (int i=0; i<3; ++i)
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data->mNpcStats.setDynamic (i, 10);
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data->mNpcStats.setLevel(ref->mBase->mNpdt.mLevel);
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data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt.mDisposition);
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data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation);
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autoCalculateAttributes(ref->mBase, data->mNpcStats);
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autoCalculateSkills(ref->mBase, data->mNpcStats, ptr);
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data->mNpcStats.setNeedRecalcDynamicStats(true);
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}
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// Persistent actors with 0 health do not play death animation
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if (data->mNpcStats.isDead())
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data->mNpcStats.setDeathAnimationFinished(ptr.getClass().isPersistent(ptr));
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// race powers
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const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(ref->mBase->mRace);
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for (std::vector<std::string>::const_iterator iter (race->mPowers.mList.begin());
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iter!=race->mPowers.mList.end(); ++iter)
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{
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if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(*iter))
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data->mNpcStats.getSpells().add (spell);
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else
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std::cerr << "Warning: ignoring nonexistent race power '" << *iter << "' on NPC '" << ref->mBase->mId << "'" << std::endl;
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}
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if (!ref->mBase->mFaction.empty())
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{
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static const int iAutoRepFacMod = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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.find("iAutoRepFacMod")->getInt();
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static const int iAutoRepLevMod = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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.find("iAutoRepLevMod")->getInt();
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|
|
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<std::string>::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<ESM::Spell>().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<ESM::NPC>* ref = actor.get<ESM::NPC>();
|
|
|
return ref->mBase->mPersistent;
|
|
|
}
|
|
|
|
|
|
std::string Npc::getModel(const MWWorld::ConstPtr &ptr) const
|
|
|
{
|
|
|
const MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
|
|
|
std::string model = "meshes\\base_anim.nif";
|
|
|
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().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<std::string> &models) const
|
|
|
{
|
|
|
const MWWorld::LiveCellRef<ESM::NPC> *npc = ptr.get<ESM::NPC>();
|
|
|
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().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<ESM::BodyPart>().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<ESM::BodyPart>().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<ESM::PartReference> parts;
|
|
|
if(equipped->getTypeName() == typeid(ESM::Clothing).name())
|
|
|
{
|
|
|
const ESM::Clothing *clothes = equipped->get<ESM::Clothing>()->mBase;
|
|
|
parts = clothes->mParts.mParts;
|
|
|
}
|
|
|
else if(equipped->getTypeName() == typeid(ESM::Armor).name())
|
|
|
{
|
|
|
const ESM::Armor *armor = equipped->get<ESM::Armor>()->mBase;
|
|
|
parts = armor->mParts.mParts;
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
std::string model = equipped->getClass().getModel(*equipped);
|
|
|
if (!model.empty())
|
|
|
models.push_back(model);
|
|
|
}
|
|
|
|
|
|
for (std::vector<ESM::PartReference>::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<ESM::BodyPart>().search(partname);
|
|
|
if (part && !part->mModel.empty())
|
|
|
models.push_back("meshes/"+part->mModel);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// preload body parts
|
|
|
if (race)
|
|
|
{
|
|
|
const std::vector<const ESM::BodyPart*>& parts = MWRender::NpcAnimation::getBodyParts(Misc::StringUtils::lowerCase(race->mId), female, false, false);
|
|
|
for (std::vector<const ESM::BodyPart*>::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<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
|
|
|
|
|
|
return store.find("sWerewolfPopup")->getString();
|
|
|
}
|
|
|
|
|
|
const MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
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<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
|
|
|
|
|
|
// 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<ESM::Weapon>()->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<MWWorld::Ptr> 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<MWWorld::Ptr, osg::Vec3f> 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 to assign its
|
|
|
hit position and target
|
|
|
*/
|
|
|
mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(ptr);
|
|
|
|
|
|
if (localAttack)
|
|
|
{
|
|
|
localAttack->isHit = true;
|
|
|
localAttack->success = true;
|
|
|
localAttack->hitPosition = MechanicsHelper::getPositionFromVector(hitPosition);
|
|
|
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<ESM::Weapon>()->mBase->mData.mChop;
|
|
|
else if(type == ESM::Weapon::AT_Slash)
|
|
|
attack = weapon.get<ESM::Weapon>()->mBase->mData.mSlash;
|
|
|
else if(type == ESM::Weapon::AT_Thrust)
|
|
|
attack = weapon.get<ESM::Weapon>()->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<ESM::GameSetting>().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
|
|
|
|
|
|
If the attacker is neither of those, then it must be a LocalPlayer or a LocalActor, so calculate the
|
|
|
knockdown probability on our client
|
|
|
|
|
|
Default to hit recovery if no knockdown has taken place, like in regular OpenMW
|
|
|
*/
|
|
|
mwmp::Attack *dedicatedAttack = MechanicsHelper::getDedicatedAttack(attacker);
|
|
|
|
|
|
if (dedicatedAttack)
|
|
|
{
|
|
|
if (dedicatedAttack->knockdown)
|
|
|
stats.setKnockedDown(true);
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
if (ishealth && agilityTerm <= damage && knockdownTerm <= Misc::Rng::roll0to99())
|
|
|
stats.setKnockedDown(true);
|
|
|
}
|
|
|
|
|
|
if (!stats.getKnockedDown())
|
|
|
stats.setHitRecovery(true); // Is this supposed to always occur?
|
|
|
/*
|
|
|
End of tes3mp change (major)
|
|
|
*/
|
|
|
|
|
|
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<int>(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<float> health(getCreatureStats(ptr).getHealth());
|
|
|
health.setCurrent(health.getCurrent() - damage);
|
|
|
stats.setHealth(health);
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
MWMechanics::DynamicStat<float> 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<MWWorld::Action> 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<MWWorld::Action>(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<MWWorld::Action>(new MWWorld::FailedAction(""));
|
|
|
/*
|
|
|
End of tes3mp addition
|
|
|
*/
|
|
|
|
|
|
// player got activated by another NPC
|
|
|
if(ptr == MWMechanics::getPlayer())
|
|
|
return std::shared_ptr<MWWorld::Action>(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<ESM::Sound>().searchRandom("WolfNPC");
|
|
|
|
|
|
std::shared_ptr<MWWorld::Action> 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<MWWorld::Action>(new MWWorld::ActionOpen(ptr));
|
|
|
|
|
|
// otherwise wait until death animation
|
|
|
if(stats.isDeathAnimationFinished())
|
|
|
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr));
|
|
|
|
|
|
// death animation is not finished, do nothing
|
|
|
return std::shared_ptr<MWWorld::Action> (new MWWorld::FailedAction(""));
|
|
|
}
|
|
|
|
|
|
if(stats.getAiSequence().isInCombat())
|
|
|
return std::shared_ptr<MWWorld::Action>(new MWWorld::FailedAction(""));
|
|
|
|
|
|
if(getCreatureStats(actor).getStance(MWMechanics::CreatureStats::Stance_Sneak)
|
|
|
|| ptr.getClass().getCreatureStats(ptr).getKnockedDown())
|
|
|
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr)); // stealing
|
|
|
|
|
|
// Can't talk to werewolfs
|
|
|
if(ptr.getClass().isNpc() && ptr.getClass().getNpcStats(ptr).isWerewolf())
|
|
|
return std::shared_ptr<MWWorld::Action> (new MWWorld::FailedAction(""));
|
|
|
|
|
|
return std::shared_ptr<MWWorld::Action>(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<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
|
|
|
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<const NpcCustomData*>(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<const NpcCustomData*>(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<float>(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<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
|
|
|
return (ref->mBase->mFlags & ESM::NPC::Essential) != 0;
|
|
|
}
|
|
|
|
|
|
void Npc::registerSelf()
|
|
|
{
|
|
|
std::shared_ptr<Class> 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<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
|
|
|
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<ESM::GameSetting>().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<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
|
|
|
const ESM::Class *class_ =
|
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().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<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
|
|
|
|
|
|
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<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
|
|
|
const ESM::Race* race =
|
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().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<ESM::NPC>* ref = actor.get<ESM::NPC>();
|
|
|
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<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
|
|
|
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<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
|
|
|
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<const ESM::NpcState&> (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<NpcCustomData> 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<MWMechanics::CreatureStats&> (customData.mNpcStats).readState (state2.mCreatureStats);
|
|
|
}
|
|
|
|
|
|
void Npc::writeAdditionalState (const MWWorld::ConstPtr& ptr, ESM::ObjectState& state)
|
|
|
const
|
|
|
{
|
|
|
ESM::NpcState& state2 = dynamic_cast<ESM::NpcState&> (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<const MWMechanics::CreatureStats&> (customData.mNpcStats).writeState (state2.mCreatureStats);
|
|
|
}
|
|
|
|
|
|
int Npc::getBaseGold(const MWWorld::ConstPtr& ptr) const
|
|
|
{
|
|
|
const MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
return ref->mBase->mNpdt.mGold;
|
|
|
}
|
|
|
|
|
|
bool Npc::isClass(const MWWorld::ConstPtr& ptr, const std::string &className) const
|
|
|
{
|
|
|
return Misc::StringUtils::ciEqual(ptr.get<ESM::NPC>()->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<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
|
|
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<ESM::NPC>()->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<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
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<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
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<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
return ref->mBase->mFaction;
|
|
|
}
|
|
|
|
|
|
int Npc::getPrimaryFactionRank (const MWWorld::ConstPtr& ptr) const
|
|
|
{
|
|
|
const MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
|
|
|
return ref->mBase->getFactionRank();
|
|
|
}
|
|
|
}
|