#include "npc.hpp" #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/dialoguemanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/movement.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwmechanics/disease.hpp" #include "../mwmechanics/combat.hpp" #include "../mwmechanics/autocalcspell.hpp" #include "../mwmechanics/difficultyscaling.hpp" #include "../mwworld/ptr.hpp" #include "../mwworld/actiontalk.hpp" #include "../mwworld/actionopen.hpp" #include "../mwworld/failedaction.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/customdata.hpp" #include "../mwworld/physicssystem.hpp" #include "../mwworld/cellstore.hpp" #include "../mwrender/actors.hpp" #include "../mwrender/renderinginterface.hpp" #include "../mwgui/tooltips.hpp" namespace { struct NpcCustomData : public MWWorld::CustomData { MWMechanics::NpcStats mNpcStats; MWMechanics::Movement mMovement; MWWorld::InventoryStore mInventoryStore; virtual MWWorld::CustomData *clone() const; }; MWWorld::CustomData *NpcCustomData::clone() const { return new NpcCustomData (*this); } int is_even(double d) { double int_part; modf(d / 2.0, &int_part); return 2.0 * int_part == d; } int round_ieee_754(double d) { double i = floor(d); d -= i; if(d < 0.5) return i; if(d > 0.5) return i + 1.0; if(is_even(i)) return i; return i + 1.0; } void autoCalculateAttributes (const ESM::NPC* npc, MWMechanics::CreatureStats& creatureStats) { // race bonus const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get().find(npc->mRace); bool male = (npc->mFlags & ESM::NPC::Female) == 0; int level = creatureStats.getLevel(); for (int i=0; imData.mAttributeValues[i]; creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale); } // class bonus const ESM::Class *class_ = MWBase::Environment::get().getWorld()->getStore().get().find(npc->mClass); for (int i=0; i<2; ++i) { int attribute = class_->mData.mAttribute[i]; if (attribute>=0 && attribute<8) { creatureStats.setAttribute(attribute, creatureStats.getAttribute(attribute).getBase() + 10); } } // skill bonus for (int attribute=0; attribute < ESM::Attribute::Length; ++attribute) { float modifierSum = 0; for (int j=0; jgetStore().get().find(j); if (skill->mData.mAttribute != attribute) continue; // is this a minor or major skill? float add=0.2; for (int k=0; k<5; ++k) { if (class_->mData.mSkills[k][0] == j) add=0.5; } for (int k=0; k<5; ++k) { if (class_->mData.mSkills[k][1] == j) add=1.0; } modifierSum += add; } creatureStats.setAttribute(attribute, std::min( round_ieee_754(creatureStats.getAttribute(attribute).getBase() + (level-1) * modifierSum), 100) ); } // initial health int strength = creatureStats.getAttribute(ESM::Attribute::Strength).getBase(); int endurance = creatureStats.getAttribute(ESM::Attribute::Endurance).getBase(); int multiplier = 3; if (class_->mData.mSpecialization == ESM::Class::Combat) multiplier += 2; else if (class_->mData.mSpecialization == ESM::Class::Stealth) multiplier += 1; if (class_->mData.mAttribute[0] == ESM::Attribute::Endurance || class_->mData.mAttribute[1] == ESM::Attribute::Endurance) multiplier += 1; creatureStats.setHealth(static_cast (0.5 * (strength + endurance)) + multiplier * (creatureStats.getLevel() - 1)); } /** * @brief autoCalculateSkills * * Skills are calculated with following formulae ( http://www.uesp.net/wiki/Morrowind:NPCs#Skills ): * * Skills: (Level - 1) × (Majority Multiplier + Specialization Multiplier) * * The Majority Multiplier is 1.0 for a Major or Minor Skill, or 0.1 for a Miscellaneous Skill. * * The Specialization Multiplier is 0.5 for a Skill in the same Specialization as the class, * zero for other Skills. * * and by adding class, race, specialization bonus. */ void autoCalculateSkills(const ESM::NPC* npc, MWMechanics::NpcStats& npcStats, const MWWorld::Ptr& ptr) { const ESM::Class *class_ = MWBase::Environment::get().getWorld()->getStore().get().find(npc->mClass); unsigned int level = npcStats.getLevel(); const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get().find(npc->mRace); for (int i = 0; i < 2; ++i) { int bonus = (i==0) ? 10 : 25; for (int i2 = 0; i2 < 5; ++i2) { int index = class_->mData.mSkills[i2][i]; if (index >= 0 && index < ESM::Skill::Length) { npcStats.getSkill(index).setBase (npcStats.getSkill(index).getBase() + bonus); } } } for (int skillIndex = 0; skillIndex < ESM::Skill::Length; ++skillIndex) { float majorMultiplier = 0.1f; float specMultiplier = 0.0f; int raceBonus = 0; int specBonus = 0; for (int raceSkillIndex = 0; raceSkillIndex < 7; ++raceSkillIndex) { if (race->mData.mBonus[raceSkillIndex].mSkill == skillIndex) { raceBonus = race->mData.mBonus[raceSkillIndex].mBonus; break; } } for (int k = 0; k < 5; ++k) { // is this a minor or major skill? if ((class_->mData.mSkills[k][0] == skillIndex) || (class_->mData.mSkills[k][1] == skillIndex)) { majorMultiplier = 1.0f; break; } } // is this skill in the same Specialization as the class? const ESM::Skill* skill = MWBase::Environment::get().getWorld()->getStore().get().find(skillIndex); if (skill->mData.mSpecialization == class_->mData.mSpecialization) { specMultiplier = 0.5f; specBonus = 5; } npcStats.getSkill(skillIndex).setBase( std::min( round_ieee_754( npcStats.getSkill(skillIndex).getBase() + 5 + raceBonus + specBonus +(int(level)-1) * (majorMultiplier + specMultiplier)), 100)); // Must gracefully handle level 0 } int skills[ESM::Skill::Length]; for (int i=0; i spells = MWMechanics::autoCalcNpcSpells(skills, attributes, race); for (std::vector::iterator it = spells.begin(); it != spells.end(); ++it) npcStats.getSpells().add(*it); } } namespace MWClass { const Npc::GMST& Npc::getGmst() { static GMST gmst; static bool inited = false; if(!inited) { const MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store &store = world->getStore().get(); gmst.fMinWalkSpeed = store.find("fMinWalkSpeed"); gmst.fMaxWalkSpeed = store.find("fMaxWalkSpeed"); gmst.fEncumberedMoveEffect = store.find("fEncumberedMoveEffect"); gmst.fSneakSpeedMultiplier = store.find("fSneakSpeedMultiplier"); gmst.fAthleticsRunBonus = store.find("fAthleticsRunBonus"); gmst.fBaseRunMultiplier = store.find("fBaseRunMultiplier"); gmst.fMinFlySpeed = store.find("fMinFlySpeed"); gmst.fMaxFlySpeed = store.find("fMaxFlySpeed"); gmst.fSwimRunBase = store.find("fSwimRunBase"); gmst.fSwimRunAthleticsMult = store.find("fSwimRunAthleticsMult"); gmst.fJumpEncumbranceBase = store.find("fJumpEncumbranceBase"); gmst.fJumpEncumbranceMultiplier = store.find("fJumpEncumbranceMultiplier"); gmst.fJumpAcrobaticsBase = store.find("fJumpAcrobaticsBase"); gmst.fJumpAcroMultiplier = store.find("fJumpAcroMultiplier"); gmst.fJumpRunMultiplier = store.find("fJumpRunMultiplier"); gmst.fWereWolfRunMult = store.find("fWereWolfRunMult"); gmst.fKnockDownMult = store.find("fKnockDownMult"); gmst.iKnockDownOddsMult = store.find("iKnockDownOddsMult"); gmst.iKnockDownOddsBase = store.find("iKnockDownOddsBase"); gmst.fDamageStrengthBase = store.find("fDamageStrengthBase"); gmst.fDamageStrengthMult = store.find("fDamageStrengthMult"); gmst.fCombatArmorMinMult = store.find("fCombatArmorMinMult"); inited = true; } return gmst; } void Npc::ensureCustomData (const MWWorld::Ptr& ptr) const { if (!ptr.getRefData().getCustomData()) { std::auto_ptr data(new NpcCustomData); MWWorld::LiveCellRef *ref = ptr.get(); // NPC stats if (!ref->mBase->mFaction.empty()) { std::string faction = ref->mBase->mFaction; Misc::StringUtils::toLower(faction); if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS) { data->mNpcStats.getFactionRanks()[faction] = (int)ref->mBase->mNpdt52.mRank; } else { data->mNpcStats.getFactionRanks()[faction] = (int)ref->mBase->mNpdt12.mRank; } } // creature stats int gold=0; if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS) { gold = ref->mBase->mNpdt52.mGold; for (unsigned int i=0; i< ESM::Skill::Length; ++i) data->mNpcStats.getSkill (i).setBase (ref->mBase->mNpdt52.mSkills[i]); data->mNpcStats.setAttribute(ESM::Attribute::Strength, ref->mBase->mNpdt52.mStrength); data->mNpcStats.setAttribute(ESM::Attribute::Intelligence, ref->mBase->mNpdt52.mIntelligence); data->mNpcStats.setAttribute(ESM::Attribute::Willpower, ref->mBase->mNpdt52.mWillpower); data->mNpcStats.setAttribute(ESM::Attribute::Agility, ref->mBase->mNpdt52.mAgility); data->mNpcStats.setAttribute(ESM::Attribute::Speed, ref->mBase->mNpdt52.mSpeed); data->mNpcStats.setAttribute(ESM::Attribute::Endurance, ref->mBase->mNpdt52.mEndurance); data->mNpcStats.setAttribute(ESM::Attribute::Personality, ref->mBase->mNpdt52.mPersonality); data->mNpcStats.setAttribute(ESM::Attribute::Luck, ref->mBase->mNpdt52.mLuck); data->mNpcStats.setHealth (ref->mBase->mNpdt52.mHealth); data->mNpcStats.setMagicka (ref->mBase->mNpdt52.mMana); data->mNpcStats.setFatigue (ref->mBase->mNpdt52.mFatigue); data->mNpcStats.setLevel(ref->mBase->mNpdt52.mLevel); data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt52.mDisposition); data->mNpcStats.setReputation(ref->mBase->mNpdt52.mReputation); } else { gold = ref->mBase->mNpdt12.mGold; for (int i=0; i<3; ++i) data->mNpcStats.setDynamic (i, 10); data->mNpcStats.setLevel(ref->mBase->mNpdt12.mLevel); data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt12.mDisposition); data->mNpcStats.setReputation(ref->mBase->mNpdt12.mReputation); autoCalculateAttributes(ref->mBase, data->mNpcStats); autoCalculateSkills(ref->mBase, data->mNpcStats, ptr); } // race powers const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get().find(ref->mBase->mRace); for (std::vector::const_iterator iter (race->mPowers.mList.begin()); iter!=race->mPowers.mList.end(); ++iter) { data->mNpcStats.getSpells().add (*iter); } if (data->mNpcStats.getFactionRanks().size()) { static const int iAutoRepFacMod = MWBase::Environment::get().getWorld()->getStore().get() .find("iAutoRepFacMod")->getInt(); static const int iAutoRepLevMod = MWBase::Environment::get().getWorld()->getStore().get() .find("iAutoRepLevMod")->getInt(); int rank = data->mNpcStats.getFactionRanks().begin()->second; data->mNpcStats.setReputation(iAutoRepFacMod * (rank+1) + iAutoRepLevMod * (data->mNpcStats.getLevel()-1)); } data->mNpcStats.getAiSequence().fill(ref->mBase->mAiPackage); data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Hello, ref->mBase->mAiData.mHello); data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight, ref->mBase->mAiData.mFight); data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee, ref->mBase->mAiData.mFlee); data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm); // spells for (std::vector::const_iterator iter (ref->mBase->mSpells.mList.begin()); iter!=ref->mBase->mSpells.mList.end(); ++iter) data->mNpcStats.getSpells().add (*iter); // inventory data->mInventoryStore.fill(ref->mBase->mInventory, getId(ptr), "", MWBase::Environment::get().getWorld()->getStore()); data->mNpcStats.setGoldPool(gold); // store ptr.getRefData().setCustomData (data.release()); getInventoryStore(ptr).autoEquip(ptr); } } std::string Npc::getId (const MWWorld::Ptr& ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mId; } void Npc::adjustPosition(const MWWorld::Ptr& ptr, bool force) const { MWBase::Environment::get().getWorld()->adjustPosition(ptr, force); } void Npc::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { renderingInterface.getActors().insertNPC(ptr); } void Npc::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const { physics.addActor(ptr); MWBase::Environment::get().getMechanicsManager()->add(ptr); if (getCreatureStats(ptr).isDead()) MWBase::Environment::get().getWorld()->enableActorCollision(ptr, false); } bool Npc::isPersistent(const MWWorld::Ptr &actor) const { MWWorld::LiveCellRef* ref = actor.get(); return ref->mBase->mPersistent; } std::string Npc::getModel(const MWWorld::Ptr &ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); assert(ref->mBase != NULL); std::string model = "meshes\\base_anim.nif"; const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get().find(ref->mBase->mRace); if(race->mData.mFlags & ESM::Race::Beast) model = "meshes\\base_animkna.nif"; return model; } std::string Npc::getName (const MWWorld::Ptr& ptr) const { if(getNpcStats(ptr).isWerewolf()) { const MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store &store = world->getStore().get(); return store.find("sWerewolfPopup")->getString(); } MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mName; } MWMechanics::CreatureStats& Npc::getCreatureStats (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return dynamic_cast (*ptr.getRefData().getCustomData()).mNpcStats; } MWMechanics::NpcStats& Npc::getNpcStats (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return dynamic_cast (*ptr.getRefData().getCustomData()).mNpcStats; } void Npc::hit(const MWWorld::Ptr& ptr, int type) const { MWBase::World *world = MWBase::Environment::get().getWorld(); const GMST& gmst = getGmst(); const MWWorld::Store &store = world->getStore().get(); // Get the weapon used (if hand-to-hand, weapon = inv.end()) MWWorld::InventoryStore &inv = getInventoryStore(ptr); MWWorld::ContainerStoreIterator weaponslot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); MWWorld::Ptr weapon = ((weaponslot != inv.end()) ? *weaponslot : MWWorld::Ptr()); if(!weapon.isEmpty() && weapon.getTypeName() != typeid(ESM::Weapon).name()) weapon = MWWorld::Ptr(); // Reduce fatigue // somewhat of a guess, but using the weapon weight makes sense const float fFatigueAttackBase = store.find("fFatigueAttackBase")->getFloat(); const float fFatigueAttackMult = store.find("fFatigueAttackMult")->getFloat(); const float fWeaponFatigueMult = store.find("fWeaponFatigueMult")->getFloat(); MWMechanics::DynamicStat fatigue = getCreatureStats(ptr).getFatigue(); const float normalizedEncumbrance = getEncumbrance(ptr) / getCapacity(ptr); float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult; if (!weapon.isEmpty()) fatigueLoss += weapon.getClass().getWeight(weapon) * getNpcStats(ptr).getAttackStrength() * fWeaponFatigueMult; fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); getCreatureStats(ptr).setFatigue(fatigue); const float fCombatDistance = store.find("fCombatDistance")->getFloat(); float dist = fCombatDistance * (!weapon.isEmpty() ? weapon.get()->mBase->mData.mReach : store.find("fHandToHandReach")->getFloat()); // TODO: Use second to work out the hit angle std::pair result = world->getHitContact(ptr, dist); MWWorld::Ptr victim = result.first; Ogre::Vector3 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.getRefData().getHandle() == "player") 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)); if((::rand()/(RAND_MAX+1.0)) > hitchance/100.0f) { othercls.onHit(victim, 0.0f, false, weapon, ptr, false); MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr); return; } bool healthdmg; float damage = 0.0f; MWMechanics::NpcStats &stats = getNpcStats(ptr); if(!weapon.isEmpty()) { const unsigned char *attack = NULL; if(type == ESM::Weapon::AT_Chop) attack = weapon.get()->mBase->mData.mChop; else if(type == ESM::Weapon::AT_Slash) attack = weapon.get()->mBase->mData.mSlash; else if(type == ESM::Weapon::AT_Thrust) attack = weapon.get()->mBase->mData.mThrust; if(attack) { damage = attack[0] + ((attack[1]-attack[0])*stats.getAttackStrength()); damage *= gmst.fDamageStrengthBase->getFloat() + (stats.getAttribute(ESM::Attribute::Strength).getModified() * gmst.fDamageStrengthMult->getFloat() * 0.1); } MWMechanics::adjustWeaponDamage(damage, weapon); MWMechanics::reduceWeaponCondition(damage, true, weapon, ptr); healthdmg = true; } else { // Note: MCP contains an option to include Strength in hand-to-hand damage // calculations. Some mods recommend using it, so we may want to include am // option for it. float minstrike = store.find("fMinHandToHandMult")->getFloat(); float maxstrike = store.find("fMaxHandToHandMult")->getFloat(); damage = stats.getSkill(weapskill).getModified(); damage *= minstrike + ((maxstrike-minstrike)*stats.getAttackStrength()); healthdmg = (otherstats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getMagnitude() > 0) || otherstats.getKnockedDown(); if(stats.isWerewolf()) { healthdmg = true; // GLOB instead of GMST because it gets updated during a quest const MWWorld::Store &glob = world->getStore().get(); damage *= glob.find("WerewolfClawMult")->mValue.getFloat(); } if(healthdmg) damage *= store.find("fHandtoHandHealthPer")->getFloat(); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); if(stats.isWerewolf()) { const ESM::Sound *sound = world->getStore().get().searchRandom("WolfHit"); if(sound) sndMgr->playSound3D(victim, sound->mId, 1.0f, 1.0f); } else sndMgr->playSound3D(victim, "Hand To Hand Hit", 1.0f, 1.0f); } if(ptr.getRefData().getHandle() == "player") { 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 std::string enchantmentName = !weapon.isEmpty() ? weapon.getClass().getEnchantment(weapon) : ""; if (!enchantmentName.empty()) { const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get().find( enchantmentName); if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes) { MWMechanics::CastSpell cast(ptr, victim); cast.mHitPosition = hitPosition; cast.cast(weapon); } } MWMechanics::applyElementalShields(ptr, victim); if (!weapon.isEmpty() && MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage)) damage = 0; if (healthdmg && damage > 0) MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition); MWMechanics::diseaseContact(victim, ptr); othercls.onHit(victim, damage, healthdmg, weapon, ptr, true); } void Npc::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); // NOTE: 'object' and/or 'attacker' may be empty. bool wasDead = getCreatureStats(ptr).isDead(); getCreatureStats(ptr).setAttacked(true); if (!attacker.isEmpty()) MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker); if(!successful) { // TODO: Handle HitAttemptOnMe script function // Missed sndMgr->playSound3D(ptr, "miss", 1.0f, 1.0f); return; } if(!object.isEmpty()) getCreatureStats(ptr).setLastHitObject(object.getClass().getId(object)); if(!attacker.isEmpty() && attacker.getRefData().getHandle() == "player") { 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 (damage > 0.0f && !object.isEmpty()) MWMechanics::resistNormalWeapon(ptr, attacker, object, damage); if (damage < 0.001f) damage = 0; if(damage > 0.0f && !attacker.isEmpty()) { // 'ptr' is losing health. Play a 'hit' voiced dialog entry if not already saying // something, alert the character controller, scripts, etc. const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); const GMST& gmst = getGmst(); int chance = store.get().find("iVoiceHitOdds")->getInt(); int roll = std::rand()/ (static_cast (RAND_MAX) + 1) * 100; // [0, 99] if (roll < chance) { MWBase::Environment::get().getDialogueManager()->say(ptr, "hit"); } // Check for knockdown float agilityTerm = getCreatureStats(ptr).getAttribute(ESM::Attribute::Agility).getModified() * gmst.fKnockDownMult->getFloat(); float knockdownTerm = getCreatureStats(ptr).getAttribute(ESM::Attribute::Agility).getModified() * gmst.iKnockDownOddsMult->getInt() * 0.01 + gmst.iKnockDownOddsBase->getInt(); roll = std::rand()/ (static_cast (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(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[(int)(::rand()/(RAND_MAX+1.0)*20.0)]; float unmitigatedDamage = damage; float x = damage / (damage + getArmorRating(ptr)); damage *= std::max(gmst.fCombatArmorMinMult->getFloat(), x); int damageDiff = unmitigatedDamage - damage; if (damage < 1) damage = 1; 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()) { int armorhealth = armor.getClass().getItemHealth(armor); armorhealth -= std::min(std::max(1, damageDiff), armorhealth); armor.getCellRef().setCharge(armorhealth); // Armor broken? unequip it if (armorhealth == 0) armor = *inv.unequipItem(armor, ptr); if (ptr.getRefData().getHandle() == "player") 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.getRefData().getHandle() == "player") skillUsageSucceeded(ptr, ESM::Skill::Unarmored, 0); } } if(ishealth) { if (!attacker.isEmpty()) damage = scaleDamage(damage, attacker, ptr); if(damage > 0.0f) sndMgr->playSound3D(ptr, "Health Damage", 1.0f, 1.0f); float health = getCreatureStats(ptr).getHealth().getCurrent() - damage; setActorHealth(ptr, health, attacker); } else { MWMechanics::DynamicStat fatigue(getCreatureStats(ptr).getFatigue()); fatigue.setCurrent(fatigue.getCurrent() - damage, true); getCreatureStats(ptr).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(); } // Simple check for who attacked first: if the player attacked first, a crimeId should be set // Doesn't handle possible edge case where no one reported the assault, but in such a case, // for bystanders it is not possible to tell who attacked first, anyway. MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); if (attacker == player && ptr.getClass().getNpcStats(ptr).getCrimeId() != -1 && ptr != player) MWBase::Environment::get().getMechanicsManager()->commitCrime(player, ptr, MWBase::MechanicsManager::OT_Murder); } } void Npc::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 Npc::setActorHealth(const MWWorld::Ptr& ptr, float health, const MWWorld::Ptr& attacker) const { MWMechanics::CreatureStats &crstats = getCreatureStats(ptr); bool wasDead = crstats.isDead(); MWMechanics::DynamicStat 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 Npc::activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const { // player got activated by another NPC if(ptr.getRefData().getHandle() == "player") return boost::shared_ptr(new MWWorld::ActionTalk(actor)); // Werewolfs can't activate NPCs if(actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf()) { const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); const ESM::Sound *sound = store.get().searchRandom("WolfNPC"); boost::shared_ptr action(new MWWorld::FailedAction("#{sWerewolfRefusal}")); if(sound) action->setSound(sound->mId); return action; } if(getCreatureStats(ptr).isDead()) return boost::shared_ptr(new MWWorld::ActionOpen(ptr, true)); if(ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat()) return boost::shared_ptr(new MWWorld::FailedAction("#{sActorInCombat}")); if(getCreatureStats(actor).getStance(MWMechanics::CreatureStats::Stance_Sneak) || ptr.getClass().getCreatureStats(ptr).getKnockedDown()) return boost::shared_ptr(new MWWorld::ActionOpen(ptr)); // stealing // Can't talk to werewolfs if(ptr.getClass().isNpc() && ptr.getClass().getNpcStats(ptr).isWerewolf()) return boost::shared_ptr (new MWWorld::FailedAction("")); return boost::shared_ptr(new MWWorld::ActionTalk(ptr)); } MWWorld::ContainerStore& Npc::getContainerStore (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return dynamic_cast (*ptr.getRefData().getCustomData()).mInventoryStore; } MWWorld::InventoryStore& Npc::getInventoryStore (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return dynamic_cast (*ptr.getRefData().getCustomData()).mInventoryStore; } std::string Npc::getScript (const MWWorld::Ptr& ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mScript; } float Npc::getSpeed(const MWWorld::Ptr& ptr) const { const MWBase::World *world = MWBase::Environment::get().getWorld(); const GMST& gmst = getGmst(); const NpcCustomData *npcdata = static_cast(ptr.getRefData().getCustomData()); const MWMechanics::MagicEffects &mageffects = npcdata->mNpcStats.getMagicEffects(); const float normalizedEncumbrance = Npc::getEncumbrance(ptr) / Npc::getCapacity(ptr); bool sneaking = ptr.getClass().getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Sneak); bool running = ptr.getClass().getCreatureStats(ptr).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(normalizedEncumbrance >= 1.0f) 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 { const NpcCustomData *npcdata = static_cast(ptr.getRefData().getCustomData()); const GMST& gmst = getGmst(); const MWMechanics::MagicEffects &mageffects = npcdata->mNpcStats.getMagicEffects(); const float encumbranceTerm = gmst.fJumpEncumbranceBase->getFloat() + gmst.fJumpEncumbranceMultiplier->getFloat() * (1.0f - Npc::getEncumbrance(ptr)/Npc::getCapacity(ptr)); float a = 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; } float Npc::getFallDamage(const MWWorld::Ptr &ptr, float fallHeight) const { MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store &store = world->getStore().get(); const float fallDistanceMin = store.find("fFallDamageDistanceMin")->getFloat(); if (fallHeight >= fallDistanceMin) { const float acrobaticsSkill = ptr.getClass().getNpcStats (ptr).getSkill(ESM::Skill::Acrobatics).getModified(); const NpcCustomData *npcdata = static_cast(ptr.getRefData().getCustomData()); const float jumpSpellBonus = npcdata->mNpcStats.getMagicEffects().get(ESM::MagicEffect::Jump).getMagnitude(); const float fallAcroBase = store.find("fFallAcroBase")->getFloat(); const float fallAcroMult = store.find("fFallAcroMult")->getFloat(); const float fallDistanceBase = store.find("fFallDistanceBase")->getFloat(); const float fallDistanceMult = store.find("fFallDistanceMult")->getFloat(); float x = fallHeight - fallDistanceMin; x -= (1.5 * acrobaticsSkill) + jumpSpellBonus; x = std::max(0.0f, x); float a = fallAcroBase + fallAcroMult * (100 - acrobaticsSkill); x = fallDistanceBase + fallDistanceMult * x; x *= a; return x; } return 0; } MWMechanics::Movement& Npc::getMovementSettings (const MWWorld::Ptr& ptr) const { ensureCustomData (ptr); return dynamic_cast (*ptr.getRefData().getCustomData()).mMovement; } Ogre::Vector3 Npc::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 Npc::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; } bool Npc::isEssential (const MWWorld::Ptr& ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mFlags & ESM::NPC::Essential; } void Npc::registerSelf() { boost::shared_ptr instance (new Npc); registerClass (typeid (ESM::NPC).name(), instance); } bool Npc::hasToolTip (const MWWorld::Ptr& ptr) const { return !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat() || getCreatureStats(ptr).isDead(); } MWGui::ToolTipInfo Npc::getToolTipInfo (const MWWorld::Ptr& ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); bool fullHelp = MWBase::Environment::get().getWindowManager()->getFullHelp(); MWGui::ToolTipInfo info; info.caption = getName(ptr); if(fullHelp && getNpcStats(ptr).isWerewolf()) { info.caption += " ("; info.caption += ref->mBase->mName; info.caption += ")"; } if(fullHelp) info.text = MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script"); return info; } float Npc::getCapacity (const MWWorld::Ptr& ptr) const { const MWMechanics::CreatureStats& stats = getCreatureStats (ptr); static const float fEncumbranceStrMult = MWBase::Environment::get().getWorld()->getStore().get().find("fEncumbranceStrMult")->getFloat(); return stats.getAttribute(0).getModified()*fEncumbranceStrMult; } float Npc::getEncumbrance (const MWWorld::Ptr& ptr) const { const MWMechanics::NpcStats &stats = getNpcStats(ptr); // According to UESP, inventory weight is ignored in werewolf form. Does that include // feather and burden effects? float weight = 0.0f; if(!stats.isWerewolf()) { weight = getContainerStore(ptr).getWeight(); weight -= stats.getMagicEffects().get(ESM::MagicEffect::Feather).getMagnitude(); weight += stats.getMagicEffects().get(ESM::MagicEffect::Burden).getMagnitude(); if(weight < 0.0f) weight = 0.0f; } return weight; } 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) const { MWMechanics::NpcStats& stats = getNpcStats (ptr); MWWorld::LiveCellRef *ref = ptr.get(); const ESM::Class *class_ = MWBase::Environment::get().getWorld()->getStore().get().find ( ref->mBase->mClass ); stats.useSkill (skill, *class_, usageType); } float Npc::getArmorRating (const MWWorld::Ptr& ptr) const { const MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store &store = world->getStore().get(); MWMechanics::NpcStats &stats = getNpcStats(ptr); MWWorld::InventoryStore &invStore = getInventoryStore(ptr); int iBaseArmorSkill = store.find("iBaseArmorSkill")->getInt(); float fUnarmoredBase1 = store.find("fUnarmoredBase1")->getFloat(); float fUnarmoredBase2 = store.find("fUnarmoredBase2")->getFloat(); int unarmoredSkill = stats.getSkill(ESM::Skill::Unarmored).getModified(); int ratings[MWWorld::InventoryStore::Slots]; for(int i = 0;i < MWWorld::InventoryStore::Slots;i++) { MWWorld::ContainerStoreIterator it = invStore.getSlot(i); if (it == invStore.end() || it->getTypeName() != typeid(ESM::Armor).name()) { // unarmored ratings[i] = (fUnarmoredBase1 * unarmoredSkill) * (fUnarmoredBase2 * unarmoredSkill); } else { MWWorld::LiveCellRef *ref = it->get(); int armorSkillType = it->getClass().getEquipmentSkill(*it); int armorSkill = stats.getSkill(armorSkillType).getModified(); if(ref->mBase->mData.mWeight == 0) ratings[i] = ref->mBase->mData.mArmor; else ratings[i] = ref->mBase->mData.mArmor * armorSkill / iBaseArmorSkill; } } 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::adjustRotation(const MWWorld::Ptr& ptr,float& x,float& y,float& z) const { y = 0; x = 0; } void Npc::adjustScale(const MWWorld::Ptr &ptr, float &scale) const { MWWorld::LiveCellRef *ref = ptr.get(); const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get().find(ref->mBase->mRace); if (ref->mBase->isMale()) scale *= race->mData.mHeight.mMale; else scale *= race->mData.mHeight.mFemale; } int Npc::getServices(const MWWorld::Ptr &actor) const { MWWorld::LiveCellRef* ref = actor.get(); if (ref->mBase->mHasAI) return ref->mBase->mAiData.mServices; else return 0; } std::string Npc::getSoundIdFromSndGen(const MWWorld::Ptr &ptr, const std::string &name) const { if(name == "left") { MWBase::World *world = MWBase::Environment::get().getWorld(); Ogre::Vector3 pos(ptr.getRefData().getPosition().pos); if(world->isSwimming(ptr)) return "Swim Left"; if(world->isUnderwater(ptr.getCell(), pos)) return "FootWaterLeft"; if(world->isOnGround(ptr)) { MWWorld::InventoryStore &inv = Npc::getInventoryStore(ptr); MWWorld::ContainerStoreIterator boots = inv.getSlot(MWWorld::InventoryStore::Slot_Boots); if(boots == inv.end() || boots->getTypeName() != typeid(ESM::Armor).name()) return "FootBareLeft"; switch(boots->getClass().getEquipmentSkill(*boots)) { case ESM::Skill::LightArmor: return "FootLightLeft"; case ESM::Skill::MediumArmor: return "FootMedLeft"; case ESM::Skill::HeavyArmor: return "FootHeavyLeft"; } } return ""; } if(name == "right") { MWBase::World *world = MWBase::Environment::get().getWorld(); Ogre::Vector3 pos(ptr.getRefData().getPosition().pos); if(world->isSwimming(ptr)) return "Swim Right"; if(world->isUnderwater(ptr.getCell(), pos)) return "FootWaterRight"; if(world->isOnGround(ptr)) { MWWorld::InventoryStore &inv = Npc::getInventoryStore(ptr); MWWorld::ContainerStoreIterator boots = inv.getSlot(MWWorld::InventoryStore::Slot_Boots); if(boots == inv.end() || boots->getTypeName() != typeid(ESM::Armor).name()) return "FootBareRight"; switch(boots->getClass().getEquipmentSkill(*boots)) { case ESM::Skill::LightArmor: return "FootLightRight"; case ESM::Skill::MediumArmor: return "FootMedRight"; case ESM::Skill::HeavyArmor: return "FootHeavyRight"; } } return ""; } if(name == "land") { MWBase::World *world = MWBase::Environment::get().getWorld(); Ogre::Vector3 pos(ptr.getRefData().getPosition().pos); if(world->isUnderwater(ptr.getCell(), pos)) return "DefaultLandWater"; if(world->isOnGround(ptr)) return "Body Fall Medium"; 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::Ptr &ptr, MWWorld::CellStore &cell) const { MWWorld::LiveCellRef *ref = ptr.get(); return MWWorld::Ptr(&cell.get().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::Ptr &ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); if (ref->mBase->mFlags & ESM::NPC::Skeleton) return 1; if (ref->mBase->mFlags & ESM::NPC::Metal) return 2; return 0; } void Npc::readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const { const ESM::NpcState& state2 = dynamic_cast (state); ensureCustomData(ptr); // If we do the following instead we get a sizable speedup, but this causes compatibility issues // with 0.30 savegames, where some state in CreatureStats was not saved yet, // and therefore needs to be loaded from ESM records. TODO: re-enable this in a future release. /* if (!ptr.getRefData().getCustomData()) { // Create a CustomData, but don't fill it from ESM records (not needed) std::auto_ptr data (new NpcCustomData); ptr.getRefData().setCustomData (data.release()); } */ NpcCustomData& customData = dynamic_cast (*ptr.getRefData().getCustomData()); customData.mInventoryStore.readState (state2.mInventory); customData.mNpcStats.readState (state2.mNpcStats); static_cast (customData.mNpcStats).readState (state2.mCreatureStats); } void Npc::writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state) const { ESM::NpcState& state2 = dynamic_cast (state); ensureCustomData (ptr); NpcCustomData& customData = dynamic_cast (*ptr.getRefData().getCustomData()); customData.mInventoryStore.writeState (state2.mInventory); customData.mNpcStats.writeState (state2.mNpcStats); static_cast (customData.mNpcStats).writeState (state2.mCreatureStats); } int Npc::getBaseGold(const MWWorld::Ptr& ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS) return ref->mBase->mNpdt52.mGold; else return ref->mBase->mNpdt12.mGold; } bool Npc::isClass(const MWWorld::Ptr& ptr, const std::string &className) const { return Misc::StringUtils::ciEqual(ptr.get()->mBase->mClass, className); } void Npc::respawn(const MWWorld::Ptr &ptr) const { if (ptr.get()->mBase->mFlags & ESM::NPC::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().getRefNum().mContentFile != -1) { if (ptr.getRefData().getCount() == 0) ptr.getRefData().setCount(1); // Reset to original position ptr.getRefData().setPosition(ptr.getCellRef().getPosition()); ptr.getRefData().setCustomData(NULL); } } } void Npc::restock(const MWWorld::Ptr& ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); const ESM::InventoryList& list = ref->mBase->mInventory; MWWorld::ContainerStore& store = getContainerStore(ptr); store.restock(list, ptr, ptr.getCellRef().getRefId(), ptr.getCellRef().getFaction()); } }