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openmw-tes3mp/apps/openmw/mwclass/creature.cpp

860 lines
32 KiB
C++

#include "creature.hpp"
#include <components/esm/loadcrea.hpp>
#include <components/esm/creaturestate.hpp>
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/magiceffects.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/disease.hpp"
#include "../mwmechanics/spellcasting.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontalk.hpp"
#include "../mwworld/actionopen.hpp"
#include "../mwworld/failedaction.hpp"
#include "../mwworld/customdata.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/physicssystem.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwrender/renderinginterface.hpp"
#include "../mwrender/actors.hpp"
#include "../mwgui/tooltips.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/combat.hpp"
namespace
{
struct CreatureCustomData : public MWWorld::CustomData
{
MWMechanics::CreatureStats mCreatureStats;
MWWorld::ContainerStore* mContainerStore; // may be InventoryStore for some creatures
MWMechanics::Movement mMovement;
virtual MWWorld::CustomData *clone() const;
CreatureCustomData() : mContainerStore(0) {}
virtual ~CreatureCustomData() { delete mContainerStore; }
};
MWWorld::CustomData *CreatureCustomData::clone() const
{
CreatureCustomData* cloned = new CreatureCustomData (*this);
cloned->mContainerStore = mContainerStore->clone();
return cloned;
}
}
namespace MWClass
{
void Creature::ensureCustomData (const MWWorld::Ptr& ptr) const
{
if (!ptr.getRefData().getCustomData())
{
std::auto_ptr<CreatureCustomData> data (new CreatureCustomData);
static bool inited = false;
if(!inited)
{
const MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
fMinWalkSpeedCreature = gmst.find("fMinWalkSpeedCreature");
fMaxWalkSpeedCreature = gmst.find("fMaxWalkSpeedCreature");
fEncumberedMoveEffect = gmst.find("fEncumberedMoveEffect");
fSneakSpeedMultiplier = gmst.find("fSneakSpeedMultiplier");
fAthleticsRunBonus = gmst.find("fAthleticsRunBonus");
fBaseRunMultiplier = gmst.find("fBaseRunMultiplier");
fMinFlySpeed = gmst.find("fMinFlySpeed");
fMaxFlySpeed = gmst.find("fMaxFlySpeed");
fSwimRunBase = gmst.find("fSwimRunBase");
fSwimRunAthleticsMult = gmst.find("fSwimRunAthleticsMult");
fKnockDownMult = gmst.find("fKnockDownMult");
iKnockDownOddsMult = gmst.find("iKnockDownOddsMult");
iKnockDownOddsBase = gmst.find("iKnockDownOddsBase");
inited = true;
}
MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
// creature stats
data->mCreatureStats.setAttribute(ESM::Attribute::Strength, ref->mBase->mData.mStrength);
data->mCreatureStats.setAttribute(ESM::Attribute::Intelligence, ref->mBase->mData.mIntelligence);
data->mCreatureStats.setAttribute(ESM::Attribute::Willpower, ref->mBase->mData.mWillpower);
data->mCreatureStats.setAttribute(ESM::Attribute::Agility, ref->mBase->mData.mAgility);
data->mCreatureStats.setAttribute(ESM::Attribute::Speed, ref->mBase->mData.mSpeed);
data->mCreatureStats.setAttribute(ESM::Attribute::Endurance, ref->mBase->mData.mEndurance);
data->mCreatureStats.setAttribute(ESM::Attribute::Personality, ref->mBase->mData.mPersonality);
data->mCreatureStats.setAttribute(ESM::Attribute::Luck, ref->mBase->mData.mLuck);
data->mCreatureStats.setHealth (ref->mBase->mData.mHealth);
data->mCreatureStats.setMagicka (ref->mBase->mData.mMana);
data->mCreatureStats.setFatigue (ref->mBase->mData.mFatigue);
data->mCreatureStats.setLevel(ref->mBase->mData.mLevel);
data->mCreatureStats.getAiSequence().fill(ref->mBase->mAiPackage);
data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Hello, ref->mBase->mAiData.mHello);
data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight, ref->mBase->mAiData.mFight);
data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee, ref->mBase->mAiData.mFlee);
data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm);
// spells
for (std::vector<std::string>::const_iterator iter (ref->mBase->mSpells.mList.begin());
iter!=ref->mBase->mSpells.mList.end(); ++iter)
data->mCreatureStats.getSpells().add (*iter);
// inventory
if (ref->mBase->mFlags & ESM::Creature::Weapon)
data->mContainerStore = new MWWorld::InventoryStore();
else
data->mContainerStore = new MWWorld::ContainerStore();
// Relates to NPC gold reset delay
data->mCreatureStats.setTradeTime(MWWorld::TimeStamp(0.0, 0));
data->mCreatureStats.setGoldPool(ref->mBase->mData.mGold);
// store
ptr.getRefData().setCustomData(data.release());
getContainerStore(ptr).fill(ref->mBase->mInventory, getId(ptr), "",
MWBase::Environment::get().getWorld()->getStore());
if (ref->mBase->mFlags & ESM::Creature::Weapon)
getInventoryStore(ptr).autoEquip(ptr);
}
}
std::string Creature::getId (const MWWorld::Ptr& ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
return ref->mBase->mId;
}
void Creature::adjustPosition(const MWWorld::Ptr& ptr) const
{
MWBase::Environment::get().getWorld()->adjustPosition(ptr);
}
void Creature::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
MWRender::Actors& actors = renderingInterface.getActors();
actors.insertCreature(ptr, ref->mBase->mFlags & ESM::Creature::Weapon);
}
void Creature::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const
{
const std::string model = getModel(ptr);
if(!model.empty())
{
physics.addActor(ptr);
if (getCreatureStats(ptr).isDead())
MWBase::Environment::get().getWorld()->enableActorCollision(ptr, false);
}
MWBase::Environment::get().getMechanicsManager()->add(ptr);
}
std::string Creature::getModel(const MWWorld::Ptr &ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
assert (ref->mBase != NULL);
const std::string &model = ref->mBase->mModel;
if (!model.empty()) {
return "meshes\\" + model;
}
return "";
}
std::string Creature::getName (const MWWorld::Ptr& ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
return ref->mBase->mName;
}
MWMechanics::CreatureStats& Creature::getCreatureStats (const MWWorld::Ptr& ptr) const
{
ensureCustomData (ptr);
return dynamic_cast<CreatureCustomData&> (*ptr.getRefData().getCustomData()).mCreatureStats;
}
void Creature::hit(const MWWorld::Ptr& ptr, int type) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
const MWWorld::Store<ESM::GameSetting> &gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
MWMechanics::CreatureStats &stats = getCreatureStats(ptr);
// Get the weapon used (if hand-to-hand, weapon = inv.end())
MWWorld::Ptr weapon;
if (ptr.getClass().hasInventoryStore(ptr))
{
MWWorld::InventoryStore &inv = getInventoryStore(ptr);
MWWorld::ContainerStoreIterator weaponslot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weaponslot != inv.end() && weaponslot->getTypeName() == typeid(ESM::Weapon).name())
weapon = *weaponslot;
}
// Reduce fatigue
// somewhat of a guess, but using the weapon weight makes sense
const float fFatigueAttackBase = gmst.find("fFatigueAttackBase")->getFloat();
const float fFatigueAttackMult = gmst.find("fFatigueAttackMult")->getFloat();
const float fWeaponFatigueMult = gmst.find("fWeaponFatigueMult")->getFloat();
MWMechanics::DynamicStat<float> fatigue = stats.getFatigue();
const float normalizedEncumbrance = getEncumbrance(ptr) / getCapacity(ptr);
float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
if (!weapon.isEmpty())
fatigueLoss += weapon.getClass().getWeight(weapon) * stats.getAttackStrength() * fWeaponFatigueMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
stats.setFatigue(fatigue);
// TODO: where is the distance defined?
float dist = 200.f;
if (!weapon.isEmpty())
{
const float fCombatDistance = gmst.find("fCombatDistance")->getFloat();
dist = fCombatDistance * weapon.get<ESM::Weapon>()->mBase->mData.mReach;
}
std::pair<MWWorld::Ptr, Ogre::Vector3> result = MWBase::Environment::get().getWorld()->getHitContact(ptr, dist);
if (result.first.isEmpty())
return; // Didn't hit anything
MWWorld::Ptr victim = result.first;
if (!victim.getClass().isActor())
return; // Can't hit non-actors
Ogre::Vector3 hitPosition = result.second;
float hitchance = MWMechanics::getHitChance(ptr, victim, ref->mBase->mData.mCombat);
if((::rand()/(RAND_MAX+1.0)) > hitchance/100.0f)
{
victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, false);
return;
}
int min,max;
switch (type)
{
case 0:
min = ref->mBase->mData.mAttack[0];
max = ref->mBase->mData.mAttack[1];
break;
case 1:
min = ref->mBase->mData.mAttack[2];
max = ref->mBase->mData.mAttack[3];
break;
case 2:
default:
min = ref->mBase->mData.mAttack[4];
max = ref->mBase->mData.mAttack[5];
break;
}
// I think this should be random, since attack1-3 animations don't have an attack strength like NPCs do
float damage = min + (max - min) * ::rand()/(RAND_MAX+1.0);
if (!weapon.isEmpty())
{
const bool weaphashealth = get(weapon).hasItemHealth(weapon);
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)
{
float weaponDamage = attack[0] + ((attack[1]-attack[0])*stats.getAttackStrength());
weaponDamage *= 0.5f + (stats.getAttribute(ESM::Attribute::Luck).getModified() / 100.0f);
if(weaphashealth)
{
int weapmaxhealth = weapon.get<ESM::Weapon>()->mBase->mData.mHealth;
if(weapon.getCellRef().mCharge == -1)
weapon.getCellRef().mCharge = weapmaxhealth;
weaponDamage *= float(weapon.getCellRef().mCharge) / weapmaxhealth;
}
if (!MWBase::Environment::get().getWorld()->getGodModeState())
weapon.getCellRef().mCharge -= std::min(std::max(1,
(int)(damage * gmst.find("fWeaponDamageMult")->getFloat())), weapon.getCellRef().mCharge);
// Weapon broken? unequip it
if (weapon.getCellRef().mCharge == 0)
weapon = *getInventoryStore(ptr).unequipItem(weapon, ptr);
damage += weaponDamage;
}
// Apply "On hit" enchanted weapons
std::string enchantmentName = !weapon.isEmpty() ? weapon.getClass().getEnchantment(weapon) : "";
if (!enchantmentName.empty())
{
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(
enchantmentName);
if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
{
MWMechanics::CastSpell cast(ptr, victim);
cast.mHitPosition = hitPosition;
cast.cast(weapon);
}
}
}
if (!weapon.isEmpty() && MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage))
damage = 0;
if (damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
MWMechanics::diseaseContact(victim, ptr);
victim.getClass().onHit(victim, damage, true, weapon, ptr, true);
}
void Creature::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const
{
// NOTE: 'object' and/or 'attacker' may be empty.
getCreatureStats(ptr).setAttacked(true);
// Self defense
if (!attacker.isEmpty() && ptr.getClass().getCreatureStats(ptr).getAiSetting(MWMechanics::CreatureStats::AI_Fight).getModified() < 80)
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, attacker);
if(!successful)
{
// TODO: Handle HitAttemptOnMe script function
// Missed
MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "miss", 1.0f, 1.0f);
return;
}
if(!object.isEmpty())
getCreatureStats(ptr).setLastHitObject(MWWorld::Class::get(object).getId(object));
if(!attacker.isEmpty() && attacker.getRefData().getHandle() == "player")
{
const std::string &script = ptr.get<ESM::Creature>()->mBase->mScript;
/* Set the OnPCHitMe script variable. The script is responsible for clearing it. */
if(!script.empty())
ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1);
}
if (damage > 0.0f && !object.isEmpty())
MWMechanics::resistNormalWeapon(ptr, attacker, object, damage);
if (damage > 0.f)
{
// Check for knockdown
float agilityTerm = getCreatureStats(ptr).getAttribute(ESM::Attribute::Agility).getModified() * fKnockDownMult->getFloat();
float knockdownTerm = getCreatureStats(ptr).getAttribute(ESM::Attribute::Agility).getModified()
* iKnockDownOddsMult->getInt() * 0.01 + iKnockDownOddsBase->getInt();
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
if (ishealth && agilityTerm <= damage && knockdownTerm <= roll)
{
getCreatureStats(ptr).setKnockedDown(true);
}
else
getCreatureStats(ptr).setHitRecovery(true); // Is this supposed to always occur?
if(ishealth)
{
MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "Health Damage", 1.0f, 1.0f);
float health = getCreatureStats(ptr).getHealth().getCurrent() - damage;
setActorHealth(ptr, health, attacker);
}
else
{
MWMechanics::DynamicStat<float> fatigue(getCreatureStats(ptr).getFatigue());
fatigue.setCurrent(fatigue.getCurrent() - damage, true);
getCreatureStats(ptr).setFatigue(fatigue);
}
}
}
void Creature::block(const MWWorld::Ptr &ptr) const
{
MWWorld::InventoryStore& inv = getInventoryStore(ptr);
MWWorld::ContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (shield == inv.end())
return;
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
switch(shield->getClass().getEquipmentSkill(*shield))
{
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;
default:
return;
}
}
void Creature::setActorHealth(const MWWorld::Ptr& ptr, float health, const MWWorld::Ptr& attacker) const
{
MWMechanics::CreatureStats &crstats = getCreatureStats(ptr);
bool wasDead = crstats.isDead();
MWMechanics::DynamicStat<float> stat(crstats.getHealth());
stat.setCurrent(health);
crstats.setHealth(stat);
if(!wasDead && crstats.isDead())
{
// actor was just killed
}
else if(wasDead && !crstats.isDead())
{
// actor was just resurrected
}
}
boost::shared_ptr<MWWorld::Action> Creature::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const
{
if(get(actor).isNpc() && get(actor).getNpcStats(actor).isWerewolf())
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfCreature");
boost::shared_ptr<MWWorld::Action> action(new MWWorld::FailedAction("#{sWerewolfRefusal}"));
if(sound) action->setSound(sound->mId);
return action;
}
if(getCreatureStats(ptr).isDead())
return boost::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr, true));
return boost::shared_ptr<MWWorld::Action>(new MWWorld::ActionTalk(ptr));
}
MWWorld::ContainerStore& Creature::getContainerStore (const MWWorld::Ptr& ptr) const
{
ensureCustomData (ptr);
return *dynamic_cast<CreatureCustomData&> (*ptr.getRefData().getCustomData()).mContainerStore;
}
MWWorld::InventoryStore& Creature::getInventoryStore(const MWWorld::Ptr &ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
if (ref->mBase->mFlags & ESM::Creature::Weapon)
return dynamic_cast<MWWorld::InventoryStore&>(getContainerStore(ptr));
else
throw std::runtime_error("this creature has no inventory store");
}
bool Creature::hasInventoryStore(const MWWorld::Ptr &ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
return (ref->mBase->mFlags & ESM::Creature::Weapon);
}
std::string Creature::getScript (const MWWorld::Ptr& ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
return ref->mBase->mScript;
}
bool Creature::isEssential (const MWWorld::Ptr& ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
return ref->mBase->mFlags & ESM::Creature::Essential;
}
void Creature::registerSelf()
{
boost::shared_ptr<Class> instance (new Creature);
registerClass (typeid (ESM::Creature).name(), instance);
}
bool Creature::hasToolTip (const MWWorld::Ptr& ptr) const
{
/// \todo We don't want tooltips for Creatures in combat mode.
return true;
}
float Creature::getSpeed(const MWWorld::Ptr &ptr) const
{
MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
float walkSpeed = fMinWalkSpeedCreature->getFloat() + 0.01 * stats.getAttribute(ESM::Attribute::Speed).getModified()
* (fMaxWalkSpeedCreature->getFloat() - fMinWalkSpeedCreature->getFloat());
const MWBase::World *world = MWBase::Environment::get().getWorld();
const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
const float normalizedEncumbrance = getEncumbrance(ptr) / getCapacity(ptr);
bool running = ptr.getClass().getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Run);
float runSpeed = walkSpeed*(0.01f * getSkill(ptr, ESM::Skill::Athletics) *
fAthleticsRunBonus->getFloat() + fBaseRunMultiplier->getFloat());
float moveSpeed;
if(normalizedEncumbrance >= 1.0f)
moveSpeed = 0.0f;
else if(canFly(ptr) || (mageffects.get(ESM::MagicEffect::Levitate).mMagnitude > 0 &&
world->isLevitationEnabled()))
{
float flySpeed = 0.01f*(stats.getAttribute(ESM::Attribute::Speed).getModified() +
mageffects.get(ESM::MagicEffect::Levitate).mMagnitude);
flySpeed = fMinFlySpeed->getFloat() + flySpeed*(fMaxFlySpeed->getFloat() - fMinFlySpeed->getFloat());
flySpeed *= 1.0f - 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).mMagnitude;
swimSpeed *= fSwimRunBase->getFloat() + 0.01f*getSkill(ptr, ESM::Skill::Athletics) *
fSwimRunAthleticsMult->getFloat();
moveSpeed = swimSpeed;
}
else if(running)
moveSpeed = runSpeed;
else
moveSpeed = walkSpeed;
if(getMovementSettings(ptr).mPosition[0] != 0 && getMovementSettings(ptr).mPosition[1] == 0)
moveSpeed *= 0.75f;
return moveSpeed;
}
MWMechanics::Movement& Creature::getMovementSettings (const MWWorld::Ptr& ptr) const
{
ensureCustomData (ptr);
return dynamic_cast<CreatureCustomData&> (*ptr.getRefData().getCustomData()).mMovement;
}
Ogre::Vector3 Creature::getMovementVector (const MWWorld::Ptr& ptr) const
{
MWMechanics::Movement &movement = getMovementSettings(ptr);
Ogre::Vector3 vec(movement.mPosition);
movement.mPosition[0] = 0.0f;
movement.mPosition[1] = 0.0f;
movement.mPosition[2] = 0.0f;
return vec;
}
Ogre::Vector3 Creature::getRotationVector (const MWWorld::Ptr& ptr) const
{
MWMechanics::Movement &movement = getMovementSettings(ptr);
Ogre::Vector3 vec(movement.mRotation);
movement.mRotation[0] = 0.0f;
movement.mRotation[1] = 0.0f;
movement.mRotation[2] = 0.0f;
return vec;
}
MWGui::ToolTipInfo Creature::getToolTipInfo (const MWWorld::Ptr& ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
MWGui::ToolTipInfo info;
info.caption = ref->mBase->mName;
std::string text;
if (MWBase::Environment::get().getWindowManager()->getFullHelp())
text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script");
info.text = text;
return info;
}
float Creature::getArmorRating (const MWWorld::Ptr& ptr) const
{
/// \todo add Shield magic effect magnitude here, controlled by a GMST (Vanilla vs MCP behaviour)
return 0.f;
}
float Creature::getCapacity (const MWWorld::Ptr& ptr) const
{
const MWMechanics::CreatureStats& stats = getCreatureStats (ptr);
return stats.getAttribute(0).getModified()*5;
}
float Creature::getEncumbrance (const MWWorld::Ptr& ptr) const
{
float weight = getContainerStore (ptr).getWeight();
const MWMechanics::CreatureStats& stats = getCreatureStats (ptr);
weight -= stats.getMagicEffects().get (MWMechanics::EffectKey (ESM::MagicEffect::Feather)).mMagnitude;
weight += stats.getMagicEffects().get (MWMechanics::EffectKey (ESM::MagicEffect::Burden)).mMagnitude;
if (weight<0)
weight = 0;
return weight;
}
int Creature::getServices(const MWWorld::Ptr &actor) const
{
MWWorld::LiveCellRef<ESM::Creature>* ref = actor.get<ESM::Creature>();
if (ref->mBase->mHasAI)
return ref->mBase->mAiData.mServices;
else
return 0;
}
bool Creature::isPersistent(const MWWorld::Ptr &actor) const
{
MWWorld::LiveCellRef<ESM::Creature>* ref = actor.get<ESM::Creature>();
return ref->mBase->mPersistent;
}
std::string Creature::getSoundIdFromSndGen(const MWWorld::Ptr &ptr, const std::string &name) const
{
const MWWorld::Store<ESM::SoundGenerator> &store = MWBase::Environment::get().getWorld()->getStore().get<ESM::SoundGenerator>();
int type = getSndGenTypeFromName(ptr, name);
if(type >= 0)
{
std::vector<const ESM::SoundGenerator*> sounds;
sounds.reserve(8);
std::string ptrid = Creature::getId(ptr);
MWWorld::Store<ESM::SoundGenerator>::iterator sound = store.begin();
while(sound != store.end())
{
if(type == sound->mType && !sound->mCreature.empty() &&
Misc::StringUtils::ciEqual(ptrid.substr(0, sound->mCreature.size()),
sound->mCreature))
sounds.push_back(&*sound);
++sound;
}
if(!sounds.empty())
return sounds[(int)(rand()/(RAND_MAX+1.0)*sounds.size())]->mSound;
}
return "";
}
MWWorld::Ptr
Creature::copyToCellImpl(const MWWorld::Ptr &ptr, MWWorld::CellStore &cell) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
return MWWorld::Ptr(&cell.get<ESM::Creature>().insert(*ref), &cell);
}
bool Creature::isBipedal(const MWWorld::Ptr &ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
return ref->mBase->mFlags & ESM::Creature::Bipedal;
}
bool Creature::canFly(const MWWorld::Ptr &ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
return ref->mBase->mFlags & ESM::Creature::Flies;
}
bool Creature::canSwim(const MWWorld::Ptr &ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
return ref->mBase->mFlags & ESM::Creature::Swims;
}
bool Creature::canWalk(const MWWorld::Ptr &ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
return ref->mBase->mFlags & ESM::Creature::Walks;
}
int Creature::getSndGenTypeFromName(const MWWorld::Ptr &ptr, const std::string &name)
{
if(name == "left")
{
MWBase::World *world = MWBase::Environment::get().getWorld();
Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
if(world->isUnderwater(ptr.getCell(), pos))
return 2;
if(world->isOnGround(ptr))
return 0;
return -1;
}
if(name == "right")
{
MWBase::World *world = MWBase::Environment::get().getWorld();
Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
if(world->isUnderwater(ptr.getCell(), pos))
return 3;
if(world->isOnGround(ptr))
return 1;
return -1;
}
if(name == "swimleft")
return 2;
if(name == "swimright")
return 3;
if(name == "moan")
return 4;
if(name == "roar")
return 5;
if(name == "scream")
return 6;
if(name == "land")
return 7;
throw std::runtime_error(std::string("Unexpected soundgen type: ")+name);
}
int Creature::getSkill(const MWWorld::Ptr &ptr, int skill) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref =
ptr.get<ESM::Creature>();
const ESM::Skill* skillRecord = MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find(skill);
switch (skillRecord->mData.mSpecialization)
{
case ESM::Class::Combat:
return ref->mBase->mData.mCombat;
case ESM::Class::Magic:
return ref->mBase->mData.mMagic;
case ESM::Class::Stealth:
return ref->mBase->mData.mStealth;
default:
throw std::runtime_error("invalid specialisation");
}
}
int Creature::getBloodTexture(const MWWorld::Ptr &ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
if (ref->mBase->mFlags & ESM::Creature::Skeleton)
return 1;
if (ref->mBase->mFlags & ESM::Creature::Metal)
return 2;
return 0;
}
void Creature::readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state)
const
{
const ESM::CreatureState& state2 = dynamic_cast<const ESM::CreatureState&> (state);
ensureCustomData (ptr);
CreatureCustomData& customData = dynamic_cast<CreatureCustomData&> (*ptr.getRefData().getCustomData());
customData.mContainerStore->readState (state2.mInventory);
customData.mCreatureStats.readState (state2.mCreatureStats);
}
void Creature::writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state)
const
{
ESM::CreatureState& state2 = dynamic_cast<ESM::CreatureState&> (state);
ensureCustomData (ptr);
CreatureCustomData& customData = dynamic_cast<CreatureCustomData&> (*ptr.getRefData().getCustomData());
customData.mContainerStore->writeState (state2.mInventory);
customData.mCreatureStats.writeState (state2.mCreatureStats);
}
int Creature::getBaseGold(const MWWorld::Ptr& ptr) const
{
return ptr.get<ESM::Creature>()->mBase->mData.mGold;
}
void Creature::respawn(const MWWorld::Ptr &ptr) const
{
if (ptr.get<ESM::Creature>()->mBase->mFlags & ESM::Creature::Respawn)
{
// Note we do not respawn moved references in the cell they were moved to. Instead they are respawned in the original cell.
// This also means we cannot respawn dynamically placed references with no content file connection.
if (ptr.getCellRef().mRefNum.mContentFile != -1)
{
if (ptr.getRefData().getCount() == 0)
ptr.getRefData().setCount(1);
// Reset to original position
ESM::Position& pos = ptr.getRefData().getPosition();
pos = ptr.getCellRef().mPos;
ptr.getRefData().setCustomData(NULL);
}
}
}
const ESM::GameSetting* Creature::fMinWalkSpeedCreature;
const ESM::GameSetting* Creature::fMaxWalkSpeedCreature;
const ESM::GameSetting *Creature::fEncumberedMoveEffect;
const ESM::GameSetting *Creature::fSneakSpeedMultiplier;
const ESM::GameSetting *Creature::fAthleticsRunBonus;
const ESM::GameSetting *Creature::fBaseRunMultiplier;
const ESM::GameSetting *Creature::fMinFlySpeed;
const ESM::GameSetting *Creature::fMaxFlySpeed;
const ESM::GameSetting *Creature::fSwimRunBase;
const ESM::GameSetting *Creature::fSwimRunAthleticsMult;
const ESM::GameSetting *Creature::fKnockDownMult;
const ESM::GameSetting *Creature::iKnockDownOddsMult;
const ESM::GameSetting *Creature::iKnockDownOddsBase;
}