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openmw-tes3mp/apps/openmw/mwclass/creature.cpp
psi29a f90a049702 Merge branch 'movement_refactoring' into 'master'
Refactoring related to "smooth movement"

See merge request OpenMW/openmw!285

(cherry picked from commit 6eaf0a389d5aed3b74ab1a7cf89574612f964bdf)

e847b4c8 Split getSpeed() to getMaxSpeed() and getCurrentSpeed()
a96c46bc Refactor calculation of movement.mSpeedFactor
03ee9090 Use getMaxSpeed instead of getCurrentSpeed where it makes sense.
a178af5c Create helper functions `normalizeAngle` and `rotateVec2f`
2020-08-27 11:54:30 +00:00

901 lines
36 KiB
C++

#include "creature.hpp"
#include <components/misc/rng.hpp>
#include <components/debug/debuglog.hpp>
#include <components/esm/loadcrea.hpp>
#include <components/esm/creaturestate.hpp>
#include <components/settings/settings.hpp>
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/magiceffects.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/disease.hpp"
#include "../mwmechanics/spellcasting.hpp"
#include "../mwmechanics/difficultyscaling.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontalk.hpp"
#include "../mwworld/actionopen.hpp"
#include "../mwworld/failedaction.hpp"
#include "../mwworld/customdata.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwphysics/physicssystem.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/localscripts.hpp"
#include "../mwrender/renderinginterface.hpp"
#include "../mwrender/objects.hpp"
#include "../mwgui/tooltips.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/combat.hpp"
#include "../mwmechanics/actorutil.hpp"
namespace
{
bool isFlagBitSet(const MWWorld::ConstPtr &ptr, ESM::Creature::Flags bitMask)
{
return (ptr.get<ESM::Creature>()->mBase->mFlags & bitMask) != 0;
}
}
namespace MWClass
{
class CreatureCustomData : public MWWorld::CustomData
{
public:
MWMechanics::CreatureStats mCreatureStats;
MWWorld::ContainerStore* mContainerStore; // may be InventoryStore for some creatures
MWMechanics::Movement mMovement;
virtual MWWorld::CustomData *clone() const;
virtual CreatureCustomData& asCreatureCustomData()
{
return *this;
}
virtual const CreatureCustomData& asCreatureCustomData() const
{
return *this;
}
CreatureCustomData() : mContainerStore(0) {}
virtual ~CreatureCustomData() { delete mContainerStore; }
};
MWWorld::CustomData *CreatureCustomData::clone() const
{
CreatureCustomData* cloned = new CreatureCustomData (*this);
cloned->mContainerStore = mContainerStore->clone();
return cloned;
}
const Creature::GMST& Creature::getGmst()
{
static GMST gmst;
static bool inited = false;
if (!inited)
{
const MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
gmst.fMinWalkSpeedCreature = store.find("fMinWalkSpeedCreature");
gmst.fMaxWalkSpeedCreature = store.find("fMaxWalkSpeedCreature");
gmst.fEncumberedMoveEffect = store.find("fEncumberedMoveEffect");
gmst.fSneakSpeedMultiplier = store.find("fSneakSpeedMultiplier");
gmst.fAthleticsRunBonus = store.find("fAthleticsRunBonus");
gmst.fBaseRunMultiplier = store.find("fBaseRunMultiplier");
gmst.fMinFlySpeed = store.find("fMinFlySpeed");
gmst.fMaxFlySpeed = store.find("fMaxFlySpeed");
gmst.fSwimRunBase = store.find("fSwimRunBase");
gmst.fSwimRunAthleticsMult = store.find("fSwimRunAthleticsMult");
gmst.fKnockDownMult = store.find("fKnockDownMult");
gmst.iKnockDownOddsMult = store.find("iKnockDownOddsMult");
gmst.iKnockDownOddsBase = store.find("iKnockDownOddsBase");
inited = true;
}
return gmst;
}
void Creature::ensureCustomData (const MWWorld::Ptr& ptr) const
{
if (!ptr.getRefData().getCustomData())
{
std::unique_ptr<CreatureCustomData> data (new CreatureCustomData);
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(static_cast<float>(ref->mBase->mData.mHealth));
data->mCreatureStats.setMagicka(static_cast<float>(ref->mBase->mData.mMana));
data->mCreatureStats.setFatigue(static_cast<float>(ref->mBase->mData.mFatigue));
data->mCreatureStats.setLevel(ref->mBase->mData.mLevel);
data->mCreatureStats.getAiSequence().fill(ref->mBase->mAiPackage);
data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Hello, ref->mBase->mAiData.mHello);
data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight, ref->mBase->mAiData.mFight);
data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee, ref->mBase->mAiData.mFlee);
data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm);
// Persistent actors with 0 health do not play death animation
if (data->mCreatureStats.isDead())
data->mCreatureStats.setDeathAnimationFinished(isPersistent(ptr));
// spells
bool spellsInitialised = data->mCreatureStats.getSpells().setSpells(ref->mBase->mId);
if (!spellsInitialised)
data->mCreatureStats.getSpells().addAllToInstance(ref->mBase->mSpells.mList);
// inventory
bool hasInventory = hasInventoryStore(ptr);
if (hasInventory)
data->mContainerStore = new MWWorld::InventoryStore();
else
data->mContainerStore = new MWWorld::ContainerStore();
data->mCreatureStats.setGoldPool(ref->mBase->mData.mGold);
data->mCreatureStats.setNeedRecalcDynamicStats(false);
// store
ptr.getRefData().setCustomData(data.release());
getContainerStore(ptr).fill(ref->mBase->mInventory, ptr.getCellRef().getRefId());
if (hasInventory)
getInventoryStore(ptr).autoEquip(ptr);
}
}
void Creature::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
{
MWRender::Objects& objects = renderingInterface.getObjects();
objects.insertCreature(ptr, model, hasInventoryStore(ptr));
}
std::string Creature::getModel(const MWWorld::ConstPtr &ptr) const
{
const MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
const std::string &model = ref->mBase->mModel;
if (!model.empty()) {
return "meshes\\" + model;
}
return "";
}
void Creature::getModelsToPreload(const MWWorld::Ptr &ptr, std::vector<std::string> &models) const
{
std::string model = getModel(ptr);
if (!model.empty())
models.push_back(model);
// FIXME: use const version of InventoryStore functions once they are available
if (hasInventoryStore(ptr))
{
const MWWorld::InventoryStore& invStore = getInventoryStore(ptr);
for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
{
MWWorld::ConstContainerStoreIterator equipped = invStore.getSlot(slot);
if (equipped != invStore.end())
{
model = equipped->getClass().getModel(*equipped);
if (!model.empty())
models.push_back(model);
}
}
}
}
std::string Creature::getName (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
const std::string& name = ref->mBase->mName;
return !name.empty() ? name : ref->mBase->mId;
}
MWMechanics::CreatureStats& Creature::getCreatureStats (const MWWorld::Ptr& ptr) const
{
ensureCustomData (ptr);
return ptr.getRefData().getCustomData()->asCreatureCustomData().mCreatureStats;
}
void Creature::hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const
{
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);
if (stats.getDrawState() != MWMechanics::DrawState_Weapon)
return;
// Get the weapon used (if hand-to-hand, weapon = inv.end())
MWWorld::Ptr weapon;
if (hasInventoryStore(ptr))
{
MWWorld::InventoryStore &inv = getInventoryStore(ptr);
MWWorld::ContainerStoreIterator weaponslot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weaponslot != inv.end() && weaponslot->getTypeName() == typeid(ESM::Weapon).name())
weapon = *weaponslot;
}
MWMechanics::applyFatigueLoss(ptr, weapon, attackStrength);
float dist = gmst.find("fCombatDistance")->mValue.getFloat();
if (!weapon.isEmpty())
dist *= weapon.get<ESM::Weapon>()->mBase->mData.mReach;
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
std::vector<MWWorld::Ptr> targetActors;
stats.getAiSequence().getCombatTargets(targetActors);
std::pair<MWWorld::Ptr, osg::Vec3f> result = MWBase::Environment::get().getWorld()->getHitContact(ptr, dist, targetActors);
if (result.first.isEmpty())
return; // Didn't hit anything
MWWorld::Ptr victim = result.first;
if (!victim.getClass().isActor())
return; // Can't hit non-actors
osg::Vec3f hitPosition (result.second);
float hitchance = MWMechanics::getHitChance(ptr, victim, ref->mBase->mData.mCombat);
if(Misc::Rng::roll0to99() >= hitchance)
{
victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, osg::Vec3f(), false);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
return;
}
int min,max;
switch (type)
{
case 0:
min = ref->mBase->mData.mAttack[0];
max = ref->mBase->mData.mAttack[1];
break;
case 1:
min = ref->mBase->mData.mAttack[2];
max = ref->mBase->mData.mAttack[3];
break;
case 2:
default:
min = ref->mBase->mData.mAttack[4];
max = ref->mBase->mData.mAttack[5];
break;
}
float damage = min + (max - min) * attackStrength;
bool healthdmg = true;
if (!weapon.isEmpty())
{
const unsigned char *attack = nullptr;
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::resistNormalWeapon(victim, ptr, weapon, damage);
MWMechanics::reduceWeaponCondition(damage, true, weapon, ptr);
}
// Apply "On hit" enchanted weapons
MWMechanics::applyOnStrikeEnchantment(ptr, victim, weapon, hitPosition);
}
else if (isBipedal(ptr))
{
MWMechanics::getHandToHandDamage(ptr, victim, damage, healthdmg, attackStrength);
}
MWMechanics::applyElementalShields(ptr, victim);
if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength))
damage = 0;
MWMechanics::diseaseContact(victim, ptr);
victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
}
void Creature::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const
{
MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
// NOTE: 'object' and/or 'attacker' may be empty.
if (!attacker.isEmpty() && attacker.getClass().isActor() && !stats.getAiSequence().isInCombat(attacker))
stats.setAttacked(true);
// Self defense
bool setOnPcHitMe = true; // Note OnPcHitMe is not set for friendly hits.
// No retaliation for totally static creatures (they have no movement or attacks anyway)
if (isMobile(ptr) && !attacker.isEmpty())
setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
// Attacker and target store each other as hitattemptactor if they have no one stored yet
if (!attacker.isEmpty() && attacker.getClass().isActor())
{
MWMechanics::CreatureStats& statsAttacker = attacker.getClass().getCreatureStats(attacker);
// First handle the attacked actor
if ((stats.getHitAttemptActorId() == -1)
&& (statsAttacker.getAiSequence().isInCombat(ptr)
|| attacker == MWMechanics::getPlayer()))
stats.setHitAttemptActorId(statsAttacker.getActorId());
// Next handle the attacking actor
if ((statsAttacker.getHitAttemptActorId() == -1)
&& (statsAttacker.getAiSequence().isInCombat(ptr)
|| attacker == MWMechanics::getPlayer()))
statsAttacker.setHitAttemptActorId(stats.getActorId());
}
if (!object.isEmpty())
stats.setLastHitAttemptObject(object.getCellRef().getRefId());
if (setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer())
{
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 (!successful)
{
// Missed
if (!attacker.isEmpty() && attacker == MWMechanics::getPlayer())
MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "miss", 1.0f, 1.0f);
return;
}
if (!object.isEmpty())
stats.setLastHitObject(object.getCellRef().getRefId());
if (damage < 0.001f)
damage = 0;
if (damage > 0.f)
{
if (!attacker.isEmpty())
{
// Check for knockdown
float agilityTerm = stats.getAttribute(ESM::Attribute::Agility).getModified() * getGmst().fKnockDownMult->mValue.getFloat();
float knockdownTerm = stats.getAttribute(ESM::Attribute::Agility).getModified()
* getGmst().iKnockDownOddsMult->mValue.getInteger() * 0.01f + getGmst().iKnockDownOddsBase->mValue.getInteger();
if (ishealth && agilityTerm <= damage && knockdownTerm <= Misc::Rng::roll0to99())
stats.setKnockedDown(true);
else
stats.setHitRecovery(true); // Is this supposed to always occur?
}
if(ishealth)
{
damage *= damage / (damage + getArmorRating(ptr));
damage = std::max(1.f, damage);
if (!attacker.isEmpty())
{
damage = scaleDamage(damage, attacker, ptr);
MWBase::Environment::get().getWorld()->spawnBloodEffect(ptr, hitPosition);
}
MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "Health Damage", 1.0f, 1.0f);
MWMechanics::DynamicStat<float> health(stats.getHealth());
health.setCurrent(health.getCurrent() - damage);
stats.setHealth(health);
}
else
{
MWMechanics::DynamicStat<float> fatigue(stats.getFatigue());
fatigue.setCurrent(fatigue.getCurrent() - damage, true);
stats.setFatigue(fatigue);
}
}
}
std::shared_ptr<MWWorld::Action> Creature::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const
{
if(actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfCreature");
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));
}
else if (!stats.getAiSequence().isInCombat() && !stats.getKnockedDown())
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionTalk(ptr));
// Tribunal and some mod companions oddly enough must use open action as fallback
if (!getScript(ptr).empty() && ptr.getRefData().getLocals().getIntVar(getScript(ptr), "companion"))
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr));
return std::shared_ptr<MWWorld::Action>(new MWWorld::FailedAction(""));
}
MWWorld::ContainerStore& Creature::getContainerStore (const MWWorld::Ptr& ptr) const
{
ensureCustomData (ptr);
return *ptr.getRefData().getCustomData()->asCreatureCustomData().mContainerStore;
}
MWWorld::InventoryStore& Creature::getInventoryStore(const MWWorld::Ptr &ptr) const
{
if (hasInventoryStore(ptr))
return dynamic_cast<MWWorld::InventoryStore&>(getContainerStore(ptr));
else
throw std::runtime_error("this creature has no inventory store");
}
bool Creature::hasInventoryStore(const MWWorld::Ptr &ptr) const
{
return isFlagBitSet(ptr, ESM::Creature::Weapon);
}
std::string Creature::getScript (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
return ref->mBase->mScript;
}
bool Creature::isEssential (const MWWorld::ConstPtr& ptr) const
{
return isFlagBitSet(ptr, ESM::Creature::Essential);
}
void Creature::registerSelf()
{
std::shared_ptr<Class> instance (new Creature);
registerClass (typeid (ESM::Creature).name(), instance);
}
float Creature::getMaxSpeed(const MWWorld::Ptr &ptr) const
{
const MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
if (stats.isParalyzed() || stats.getKnockedDown() || stats.isDead())
return 0.f;
const GMST& gmst = getGmst();
const MWBase::World *world = MWBase::Environment::get().getWorld();
const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
float moveSpeed;
if(getEncumbrance(ptr) > getCapacity(ptr))
moveSpeed = 0.0f;
else if(canFly(ptr) || (mageffects.get(ESM::MagicEffect::Levitate).getMagnitude() > 0 &&
world->isLevitationEnabled()))
{
float flySpeed = 0.01f*(stats.getAttribute(ESM::Attribute::Speed).getModified() +
mageffects.get(ESM::MagicEffect::Levitate).getMagnitude());
flySpeed = gmst.fMinFlySpeed->mValue.getFloat() + flySpeed*(gmst.fMaxFlySpeed->mValue.getFloat() - gmst.fMinFlySpeed->mValue.getFloat());
const float normalizedEncumbrance = getNormalizedEncumbrance(ptr);
flySpeed *= 1.0f - gmst.fEncumberedMoveEffect->mValue.getFloat() * normalizedEncumbrance;
flySpeed = std::max(0.0f, flySpeed);
moveSpeed = flySpeed;
}
else if(world->isSwimming(ptr))
moveSpeed = getSwimSpeed(ptr);
else
moveSpeed = getWalkSpeed(ptr);
return moveSpeed;
}
MWMechanics::Movement& Creature::getMovementSettings (const MWWorld::Ptr& ptr) const
{
ensureCustomData (ptr);
return ptr.getRefData().getCustomData()->asCreatureCustomData().mMovement;
}
bool Creature::hasToolTip(const MWWorld::ConstPtr& ptr) const
{
if (!ptr.getRefData().getCustomData() || MWBase::Environment::get().getWindowManager()->isGuiMode())
return true;
const CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData();
if (customData.mCreatureStats.isDead() && customData.mCreatureStats.isDeathAnimationFinished())
return true;
return !customData.mCreatureStats.getAiSequence().isInCombat();
}
MWGui::ToolTipInfo Creature::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
{
const MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
MWGui::ToolTipInfo info;
info.caption = MyGUI::TextIterator::toTagsString(getName(ptr));
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
{
// Equipment armor rating is deliberately ignored.
return getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Shield).getMagnitude();
}
float Creature::getCapacity (const MWWorld::Ptr& ptr) const
{
const MWMechanics::CreatureStats& stats = getCreatureStats (ptr);
return stats.getAttribute(ESM::Attribute::Strength).getModified() * 5;
}
int Creature::getServices(const MWWorld::ConstPtr &actor) const
{
return actor.get<ESM::Creature>()->mBase->mAiData.mServices;
}
bool Creature::isPersistent(const MWWorld::ConstPtr &actor) const
{
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
{
int type = getSndGenTypeFromName(ptr, name);
if (type < 0)
return std::string();
std::vector<const ESM::SoundGenerator*> sounds;
std::vector<const ESM::SoundGenerator*> fallbacksounds;
MWWorld::LiveCellRef<ESM::Creature>* ref = ptr.get<ESM::Creature>();
const std::string& ourId = (ref->mBase->mOriginal.empty()) ? ptr.getCellRef().getRefId() : ref->mBase->mOriginal;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
auto sound = store.get<ESM::SoundGenerator>().begin();
while (sound != store.get<ESM::SoundGenerator>().end())
{
if (type == sound->mType && !sound->mCreature.empty() && Misc::StringUtils::ciEqual(ourId, sound->mCreature))
sounds.push_back(&*sound);
if (type == sound->mType && sound->mCreature.empty())
fallbacksounds.push_back(&*sound);
++sound;
}
if (sounds.empty())
{
const std::string model = getModel(ptr);
if (!model.empty())
{
for (const ESM::Creature &creature : store.get<ESM::Creature>())
{
if (creature.mId != ourId && creature.mOriginal != ourId && !creature.mModel.empty()
&& Misc::StringUtils::ciEqual(model, "meshes\\" + creature.mModel))
{
const std::string& fallbackId = !creature.mOriginal.empty() ? creature.mOriginal : creature.mId;
sound = store.get<ESM::SoundGenerator>().begin();
while (sound != store.get<ESM::SoundGenerator>().end())
{
if (type == sound->mType && !sound->mCreature.empty()
&& Misc::StringUtils::ciEqual(fallbackId, sound->mCreature))
sounds.push_back(&*sound);
++sound;
}
break;
}
}
}
}
if (!sounds.empty())
return sounds[Misc::Rng::rollDice(sounds.size())]->mSound;
if (!fallbacksounds.empty())
return fallbacksounds[Misc::Rng::rollDice(fallbacksounds.size())]->mSound;
return std::string();
}
MWWorld::Ptr Creature::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const
{
const MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
return MWWorld::Ptr(cell.insert(ref), &cell);
}
bool Creature::isBipedal(const MWWorld::ConstPtr &ptr) const
{
return isFlagBitSet(ptr, ESM::Creature::Bipedal);
}
bool Creature::canFly(const MWWorld::ConstPtr &ptr) const
{
return isFlagBitSet(ptr, ESM::Creature::Flies);
}
bool Creature::canSwim(const MWWorld::ConstPtr &ptr) const
{
return isFlagBitSet(ptr, static_cast<ESM::Creature::Flags>(ESM::Creature::Swims | ESM::Creature::Bipedal));
}
bool Creature::canWalk(const MWWorld::ConstPtr &ptr) const
{
return isFlagBitSet(ptr, static_cast<ESM::Creature::Flags>(ESM::Creature::Walks | ESM::Creature::Bipedal));
}
int Creature::getSndGenTypeFromName(const MWWorld::Ptr &ptr, const std::string &name)
{
if(name == "left")
{
MWBase::World *world = MWBase::Environment::get().getWorld();
if(world->isFlying(ptr))
return -1;
osg::Vec3f pos(ptr.getRefData().getPosition().asVec3());
if(world->isUnderwater(ptr.getCell(), pos) || world->isWalkingOnWater(ptr))
return ESM::SoundGenerator::SwimLeft;
if(world->isOnGround(ptr))
return ESM::SoundGenerator::LeftFoot;
return -1;
}
if(name == "right")
{
MWBase::World *world = MWBase::Environment::get().getWorld();
if(world->isFlying(ptr))
return -1;
osg::Vec3f pos(ptr.getRefData().getPosition().asVec3());
if(world->isUnderwater(ptr.getCell(), pos) || world->isWalkingOnWater(ptr))
return ESM::SoundGenerator::SwimRight;
if(world->isOnGround(ptr))
return ESM::SoundGenerator::RightFoot;
return -1;
}
if(name == "swimleft")
return ESM::SoundGenerator::SwimLeft;
if(name == "swimright")
return ESM::SoundGenerator::SwimRight;
if(name == "moan")
return ESM::SoundGenerator::Moan;
if(name == "roar")
return ESM::SoundGenerator::Roar;
if(name == "scream")
return ESM::SoundGenerator::Scream;
if(name == "land")
return ESM::SoundGenerator::Land;
throw std::runtime_error(std::string("Unexpected soundgen type: ")+name);
}
float 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::ConstPtr &ptr) const
{
return ptr.get<ESM::Creature>()->mBase->mBloodType;
}
void Creature::readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state)
const
{
if (!state.mHasCustomState)
return;
if (state.mVersion > 0)
{
if (!ptr.getRefData().getCustomData())
{
// Create a CustomData, but don't fill it from ESM records (not needed)
std::unique_ptr<CreatureCustomData> data (new CreatureCustomData);
if (hasInventoryStore(ptr))
data->mContainerStore = new MWWorld::InventoryStore();
else
data->mContainerStore = new MWWorld::ContainerStore();
ptr.getRefData().setCustomData (data.release());
}
}
else
ensureCustomData(ptr); // in openmw 0.30 savegames not all state was saved yet, so need to load it regardless.
CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData();
const ESM::CreatureState& creatureState = state.asCreatureState();
customData.mContainerStore->readState (creatureState.mInventory);
bool spellsInitialised = customData.mCreatureStats.getSpells().setSpells(ptr.get<ESM::Creature>()->mBase->mId);
if(spellsInitialised)
customData.mCreatureStats.getSpells().clear();
customData.mCreatureStats.readState (creatureState.mCreatureStats);
}
void Creature::writeAdditionalState (const MWWorld::ConstPtr& ptr, ESM::ObjectState& state)
const
{
if (!ptr.getRefData().getCustomData())
{
state.mHasCustomState = false;
return;
}
if (ptr.getRefData().getCount() <= 0)
{
state.mHasCustomState = false;
return;
}
const CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData();
ESM::CreatureState& creatureState = state.asCreatureState();
customData.mContainerStore->writeState (creatureState.mInventory);
customData.mCreatureStats.writeState (creatureState.mCreatureStats);
}
int Creature::getBaseGold(const MWWorld::ConstPtr& ptr) const
{
return ptr.get<ESM::Creature>()->mBase->mData.mGold;
}
void Creature::respawn(const MWWorld::Ptr &ptr) const
{
const MWMechanics::CreatureStats& creatureStats = 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")->mValue.getFloat();
static const float fCorpseClearDelay = gmst.find("fCorpseClearDelay")->mValue.getFloat();
float delay = ptr.getRefData().getCount() == 0 ? fCorpseClearDelay : std::min(fCorpseRespawnDelay, fCorpseClearDelay);
if (isFlagBitSet(ptr, ESM::Creature::Respawn)
&& creatureStats.getTimeOfDeath() + delay <= MWBase::Environment::get().getWorld()->getTimeStamp())
{
if (ptr.getCellRef().hasContentFile())
{
if (ptr.getRefData().getCount() == 0)
{
ptr.getRefData().setCount(1);
const std::string& script = getScript(ptr);
if(!script.empty())
MWBase::Environment::get().getWorld()->getLocalScripts().add(script, ptr);
}
MWBase::Environment::get().getWorld()->removeContainerScripts(ptr);
ptr.getRefData().setCustomData(nullptr);
// Reset to original position
MWBase::Environment::get().getWorld()->moveObject(ptr, ptr.getCellRef().getPosition().pos[0],
ptr.getCellRef().getPosition().pos[1],
ptr.getCellRef().getPosition().pos[2]);
}
}
}
void Creature::restock(const MWWorld::Ptr& ptr) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
const ESM::InventoryList& list = ref->mBase->mInventory;
MWWorld::ContainerStore& store = getContainerStore(ptr);
store.restock(list, ptr, ptr.getCellRef().getRefId());
}
int Creature::getBaseFightRating(const MWWorld::ConstPtr &ptr) const
{
const MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
return ref->mBase->mAiData.mFight;
}
void Creature::adjustScale(const MWWorld::ConstPtr &ptr, osg::Vec3f &scale, bool /* rendering */) const
{
const MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
scale *= ref->mBase->mScale;
}
void Creature::setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const
{
MWMechanics::setBaseAISetting<ESM::Creature>(id, setting, value);
}
void Creature::modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const
{
MWMechanics::modifyBaseInventory<ESM::Creature>(actorId, itemId, amount);
}
float Creature::getWalkSpeed(const MWWorld::Ptr& ptr) const
{
const MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
const GMST& gmst = getGmst();
return gmst.fMinWalkSpeedCreature->mValue.getFloat()
+ 0.01f * stats.getAttribute(ESM::Attribute::Speed).getModified()
* (gmst.fMaxWalkSpeedCreature->mValue.getFloat() - gmst.fMinWalkSpeedCreature->mValue.getFloat());
}
float Creature::getRunSpeed(const MWWorld::Ptr& ptr) const
{
return getWalkSpeed(ptr);
}
float Creature::getSwimSpeed(const MWWorld::Ptr& ptr) const
{
const MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
const GMST& gmst = getGmst();
const MWMechanics::MagicEffects& mageffects = stats.getMagicEffects();
return getWalkSpeed(ptr)
* (1.0f + 0.01f * mageffects.get(ESM::MagicEffect::SwiftSwim).getMagnitude())
* (gmst.fSwimRunBase->mValue.getFloat()
+ 0.01f * getSkill(ptr, ESM::Skill::Athletics) * gmst.fSwimRunAthleticsMult->mValue.getFloat());
}
}