npc.cpp 61.6 KB
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#include "npc.hpp"
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#include <memory>

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#include <components/misc/constants.hpp>
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#include <components/misc/rng.hpp>
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#include <components/debug/debuglog.hpp>
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#include <components/esm/loadmgef.hpp>
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#include <components/esm/loadnpc.hpp>
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#include <components/esm/npcstate.hpp>
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#include <components/settings/settings.hpp>
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#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/disease.hpp"
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#include "../mwmechanics/combat.hpp"
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#include "../mwmechanics/autocalcspell.hpp"
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#include "../mwmechanics/difficultyscaling.hpp"
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#include "../mwmechanics/weapontype.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/actiontalk.hpp"
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#include "../mwworld/actionopen.hpp"
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#include "../mwworld/failedaction.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/customdata.hpp"
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#include "../mwphysics/physicssystem.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/localscripts.hpp"
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#include "../mwrender/objects.hpp"
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#include "../mwrender/renderinginterface.hpp"
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#include "../mwrender/npcanimation.hpp"
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#include "../mwgui/tooltips.hpp"
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namespace
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{
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    int is_even(double d) {
        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)
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            return static_cast<int>(i);
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        if(d > 0.5)
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            return static_cast<int>(i) + 1;
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        if(is_even(i))
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            return static_cast<int>(i);
        return static_cast<int>(i) + 1;
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    }

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    void autoCalculateAttributes (const ESM::NPC* npc, MWMechanics::CreatureStats& creatureStats)
    {
        // race bonus
        const ESM::Race *race =
            MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(npc->mRace);

        bool male = (npc->mFlags & ESM::NPC::Female) == 0;

        int level = creatureStats.getLevel();
        for (int i=0; i<ESM::Attribute::Length; ++i)
        {
            const ESM::Race::MaleFemale& attribute = race->mData.mAttributeValues[i];
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            creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale);
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        }

        // class bonus
        const ESM::Class *class_ =
            MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(npc->mClass);

        for (int i=0; i<2; ++i)
        {
            int attribute = class_->mData.mAttribute[i];
            if (attribute>=0 && attribute<8)
            {
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                creatureStats.setAttribute(attribute,
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                    creatureStats.getAttribute(attribute).getBase() + 10);
            }
        }

        // skill bonus
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        for (int attribute=0; attribute < ESM::Attribute::Length; ++attribute)
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        {
            float modifierSum = 0;

            for (int j=0; j<ESM::Skill::Length; ++j)
            {
                const ESM::Skill* skill = MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find(j);

                if (skill->mData.mAttribute != attribute)
                    continue;

                // is this a minor or major skill?
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                float add=0.2f;
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                for (int k=0; k<5; ++k)
                {
                    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;
            }
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            creatureStats.setAttribute(attribute, std::min(
                                           round_ieee_754(creatureStats.getAttribute(attribute).getBase()
                + (level-1) * modifierSum), 100) );
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        }
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        // initial health
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        float strength = creatureStats.getAttribute(ESM::Attribute::Strength).getBase();
        float endurance = creatureStats.getAttribute(ESM::Attribute::Endurance).getBase();
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        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;

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        creatureStats.setHealth(floor(0.5f * (strength + endurance)) + multiplier * (creatureStats.getLevel() - 1));
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    }
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    /**
     * @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.
     */
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    void autoCalculateSkills(const ESM::NPC* npc, MWMechanics::NpcStats& npcStats, const MWWorld::Ptr& ptr)
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    {
        const ESM::Class *class_ =
            MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(npc->mClass);

        unsigned int level = npcStats.getLevel();

        const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().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)
            {
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                if (race->mData.mBonus[raceSkillIndex].mSkill == skillIndex)
                {
                    raceBonus = race->mData.mBonus[raceSkillIndex].mBonus;
                    break;
                }
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            }

            for (int k = 0; k < 5; ++k)
            {
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                // is this a minor or major skill?
                if ((class_->mData.mSkills[k][0] == skillIndex) || (class_->mData.mSkills[k][1] == skillIndex))
                {
                    majorMultiplier = 1.0f;
                    break;
                }
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            }

            // is this skill in the same Specialization as the class?
            const ESM::Skill* skill = MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find(skillIndex);
            if (skill->mData.mSpecialization == class_->mData.mSpecialization)
            {
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                specMultiplier = 0.5f;
                specBonus = 5;
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            }

            npcStats.getSkill(skillIndex).setBase(
                  std::min(
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                    round_ieee_754(
                            npcStats.getSkill(skillIndex).getBase()
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                    + 5
                    + raceBonus
                    + specBonus
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                    +(int(level)-1) * (majorMultiplier + specMultiplier)), 100)); // Must gracefully handle level 0
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        }
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        int skills[ESM::Skill::Length];
        for (int i=0; i<ESM::Skill::Length; ++i)
            skills[i] = npcStats.getSkill(i).getBase();

        int attributes[ESM::Attribute::Length];
        for (int i=0; i<ESM::Attribute::Length; ++i)
            attributes[i] = npcStats.getAttribute(i).getBase();

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        std::vector<std::string> spells = MWMechanics::autoCalcNpcSpells(skills, attributes, race);
        for (std::vector<std::string>::iterator it = spells.begin(); it != spells.end(); ++it)
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            npcStats.getSpells().add(*it);
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    }
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}

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namespace MWClass
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{
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    class NpcCustomData : public MWWorld::CustomData
    {
    public:
        MWMechanics::NpcStats mNpcStats;
        MWMechanics::Movement mMovement;
        MWWorld::InventoryStore mInventoryStore;

        virtual MWWorld::CustomData *clone() const;

        virtual NpcCustomData& asNpcCustomData()
        {
            return *this;
        }
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        virtual const NpcCustomData& asNpcCustomData() const
        {
            return *this;
        }
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    };

    MWWorld::CustomData *NpcCustomData::clone() const
    {
        return new NpcCustomData (*this);
    }

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    const Npc::GMST& Npc::getGmst()
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    {
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        static GMST gmst;
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        static bool inited = false;
        if(!inited)
        {
            const MWBase::World *world = MWBase::Environment::get().getWorld();
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            const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();

            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");
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            gmst.fCombatArmorMinMult = store.find("fCombatArmorMinMult");
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            inited = true;
        }
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        return gmst;
    }

    void Npc::ensureCustomData (const MWWorld::Ptr& ptr) const
    {
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        if (!ptr.getRefData().getCustomData())
        {
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            std::unique_ptr<NpcCustomData> data(new NpcCustomData);
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            MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
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            // creature stats
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            int gold=0;
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            if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS)
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            {
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                gold = ref->mBase->mNpdt.mGold;
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                for (unsigned int i=0; i< ESM::Skill::Length; ++i)
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                    data->mNpcStats.getSkill (i).setBase (ref->mBase->mNpdt.mSkills[i]);
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                data->mNpcStats.setAttribute(ESM::Attribute::Strength, ref->mBase->mNpdt.mStrength);
                data->mNpcStats.setAttribute(ESM::Attribute::Intelligence, ref->mBase->mNpdt.mIntelligence);
                data->mNpcStats.setAttribute(ESM::Attribute::Willpower, ref->mBase->mNpdt.mWillpower);
                data->mNpcStats.setAttribute(ESM::Attribute::Agility, ref->mBase->mNpdt.mAgility);
                data->mNpcStats.setAttribute(ESM::Attribute::Speed, ref->mBase->mNpdt.mSpeed);
                data->mNpcStats.setAttribute(ESM::Attribute::Endurance, ref->mBase->mNpdt.mEndurance);
                data->mNpcStats.setAttribute(ESM::Attribute::Personality, ref->mBase->mNpdt.mPersonality);
                data->mNpcStats.setAttribute(ESM::Attribute::Luck, ref->mBase->mNpdt.mLuck);
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                data->mNpcStats.setHealth (ref->mBase->mNpdt.mHealth);
                data->mNpcStats.setMagicka (ref->mBase->mNpdt.mMana);
                data->mNpcStats.setFatigue (ref->mBase->mNpdt.mFatigue);
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                data->mNpcStats.setLevel(ref->mBase->mNpdt.mLevel);
                data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt.mDisposition);
                data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation);
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                data->mNpcStats.setNeedRecalcDynamicStats(false);
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            }
            else
            {
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                gold = ref->mBase->mNpdt.mGold;
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                for (int i=0; i<3; ++i)
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                    data->mNpcStats.setDynamic (i, 10);
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                data->mNpcStats.setLevel(ref->mBase->mNpdt.mLevel);
                data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt.mDisposition);
                data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation);
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                autoCalculateAttributes(ref->mBase, data->mNpcStats);
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                autoCalculateSkills(ref->mBase, data->mNpcStats, ptr);
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                data->mNpcStats.setNeedRecalcDynamicStats(true);
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            }
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            // Persistent actors with 0 health do not play death animation
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            if (data->mNpcStats.isDead())
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                data->mNpcStats.setDeathAnimationFinished(isPersistent(ptr));
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            // race powers
            const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(ref->mBase->mRace);
            for (std::vector<std::string>::const_iterator iter (race->mPowers.mList.begin());
                iter!=race->mPowers.mList.end(); ++iter)
            {
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                if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(*iter))
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                    data->mNpcStats.getSpells().add (spell);
                else
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                    Log(Debug::Warning) << "Warning: ignoring nonexistent race power '" << *iter << "' on NPC '" << ref->mBase->mId << "'";
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            }

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            if (!ref->mBase->mFaction.empty())
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            {
                static const int iAutoRepFacMod = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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                        .find("iAutoRepFacMod")->mValue.getInteger();
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                static const int iAutoRepLevMod = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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                        .find("iAutoRepLevMod")->mValue.getInteger();
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                int rank = ref->mBase->getFactionRank();
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                data->mNpcStats.setReputation(iAutoRepFacMod * (rank+1) + iAutoRepLevMod * (data->mNpcStats.getLevel()-1));
            }

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            data->mNpcStats.getAiSequence().fill(ref->mBase->mAiPackage);
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            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);
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            // spells
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            for (std::vector<std::string>::const_iterator iter (ref->mBase->mSpells.mList.begin());
                iter!=ref->mBase->mSpells.mList.end(); ++iter)
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            {
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                if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(*iter))
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                    data->mNpcStats.getSpells().add (spell);
                else
                {
                    /// \todo add option to make this a fatal error message pop-up, but default to warning for vanilla compatibility
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                    Log(Debug::Warning) << "Warning: ignoring nonexistent spell '" << *iter << "' on NPC '" << ref->mBase->mId << "'";
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                }
            }
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            // inventory
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            // setting ownership is used to make the NPC auto-equip his initial equipment only, and not bartered items
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            data->mInventoryStore.fill(ref->mBase->mInventory, ptr.getCellRef().getRefId());
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            data->mNpcStats.setGoldPool(gold);

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            // store
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            ptr.getRefData().setCustomData (data.release());
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            getInventoryStore(ptr).autoEquip(ptr);
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        }
    }

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    void Npc::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
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    {
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        renderingInterface.getObjects().insertNPC(ptr);
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    }
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    bool Npc::isPersistent(const MWWorld::ConstPtr &actor) const
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    {
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        const MWWorld::LiveCellRef<ESM::NPC>* ref = actor.get<ESM::NPC>();
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        return ref->mBase->mPersistent;
    }

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    std::string Npc::getModel(const MWWorld::ConstPtr &ptr) const
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    {
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        const MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
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        std::string model = "meshes\\base_anim.nif";
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        const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(ref->mBase->mRace);
        if(race->mData.mFlags & ESM::Race::Beast)
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            model = "meshes\\base_animkna.nif";
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        return model;
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    }

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    void Npc::getModelsToPreload(const MWWorld::Ptr &ptr, std::vector<std::string> &models) const
    {
        const MWWorld::LiveCellRef<ESM::NPC> *npc = ptr.get<ESM::NPC>();
        const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().search(npc->mBase->mRace);
        if(race && race->mData.mFlags & ESM::Race::Beast)
            models.push_back("meshes\\base_animkna.nif");

        // keep these always loaded just in case
        models.push_back("meshes/xargonian_swimkna.nif");
        models.push_back("meshes/xbase_anim_female.nif");
        models.push_back("meshes/xbase_anim.nif");

        if (!npc->mBase->mModel.empty())
            models.push_back("meshes/"+npc->mBase->mModel);

        if (!npc->mBase->mHead.empty())
        {
            const ESM::BodyPart* head = MWBase::Environment::get().getWorld()->getStore().get<ESM::BodyPart>().search(npc->mBase->mHead);
            if (head)
                models.push_back("meshes/"+head->mModel);
        }
        if (!npc->mBase->mHair.empty())
        {
            const ESM::BodyPart* hair = MWBase::Environment::get().getWorld()->getStore().get<ESM::BodyPart>().search(npc->mBase->mHair);
            if (hair)
                models.push_back("meshes/"+hair->mModel);
        }

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        bool female = (npc->mBase->mFlags & ESM::NPC::Female);

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        // FIXME: use const version of InventoryStore functions once they are available
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        // preload equipped items
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        const MWWorld::InventoryStore& invStore = getInventoryStore(ptr);
        for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
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        {
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            MWWorld::ConstContainerStoreIterator equipped = invStore.getSlot(slot);
            if (equipped != invStore.end())
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            {
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                std::vector<ESM::PartReference> parts;
                if(equipped->getTypeName() == typeid(ESM::Clothing).name())
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                {
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                    const ESM::Clothing *clothes = equipped->get<ESM::Clothing>()->mBase;
                    parts = clothes->mParts.mParts;
                }
                else if(equipped->getTypeName() == typeid(ESM::Armor).name())
                {
                    const ESM::Armor *armor = equipped->get<ESM::Armor>()->mBase;
                    parts = armor->mParts.mParts;
                }
                else
                {
                    std::string model = equipped->getClass().getModel(*equipped);
                    if (!model.empty())
                        models.push_back(model);
                }
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                for (std::vector<ESM::PartReference>::const_iterator it = parts.begin(); it != parts.end(); ++it)
                {
                    std::string partname = female ? it->mFemale : it->mMale;
                    if (partname.empty())
                        partname = female ? it->mMale : it->mFemale;
                    const ESM::BodyPart* part = MWBase::Environment::get().getWorld()->getStore().get<ESM::BodyPart>().search(partname);
                    if (part && !part->mModel.empty())
                        models.push_back("meshes/"+part->mModel);
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                }
            }
        }

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        // preload body parts
        if (race)
        {
            const std::vector<const ESM::BodyPart*>& parts = MWRender::NpcAnimation::getBodyParts(Misc::StringUtils::lowerCase(race->mId), female, false, false);
            for (std::vector<const ESM::BodyPart*>::const_iterator it = parts.begin(); it != parts.end(); ++it)
            {
                const ESM::BodyPart* part = *it;
                if (part && !part->mModel.empty())
                    models.push_back("meshes/"+part->mModel);
            }
        }

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    }

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    std::string Npc::getName (const MWWorld::ConstPtr& ptr) const
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    {
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        if(ptr.getRefData().getCustomData() && ptr.getRefData().getCustomData()->asNpcCustomData().mNpcStats.isWerewolf())
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        {
            const MWBase::World *world = MWBase::Environment::get().getWorld();
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            const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
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            return store.find("sWerewolfPopup")->mValue.getString();
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        }
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        const MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
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        const std::string& name = ref->mBase->mName;

        return !name.empty() ? name : ref->mBase->mId;
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    }

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    MWMechanics::CreatureStats& Npc::getCreatureStats (const MWWorld::Ptr& ptr) const
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    {
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        ensureCustomData (ptr);
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        return ptr.getRefData().getCustomData()->asNpcCustomData().mNpcStats;
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    }

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    MWMechanics::NpcStats& Npc::getNpcStats (const MWWorld::Ptr& ptr) const
    {
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        ensureCustomData (ptr);
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        return ptr.getRefData().getCustomData()->asNpcCustomData().mNpcStats;
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    }

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    void Npc::hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const
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    {
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        MWBase::World *world = MWBase::Environment::get().getWorld();
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        const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
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        // Get the weapon used (if hand-to-hand, weapon = inv.end())
        MWWorld::InventoryStore &inv = getInventoryStore(ptr);
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        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();
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        MWMechanics::applyFatigueLoss(ptr, weapon, attackStrength);
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        const float fCombatDistance = store.find("fCombatDistance")->mValue.getFloat();
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        float dist = fCombatDistance * (!weapon.isEmpty() ?
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                               weapon.get<ESM::Weapon>()->mBase->mData.mReach :
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                               store.find("fHandToHandReach")->mValue.getFloat());
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        // 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;
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        if (ptr != MWMechanics::getPlayer())
            getCreatureStats(ptr).getAiSequence().getCombatTargets(targetActors);
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        // TODO: Use second to work out the hit angle
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        std::pair<MWWorld::Ptr, osg::Vec3f> result = world->getHitContact(ptr, dist, targetActors);
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        MWWorld::Ptr victim = result.first;
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        osg::Vec3f hitPosition (result.second);
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        if(victim.isEmpty()) // Didn't hit anything
            return;

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        const MWWorld::Class &othercls = victim.getClass();
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        if(!othercls.isActor()) // Can't hit non-actors
            return;
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        MWMechanics::CreatureStats &otherstats = othercls.getCreatureStats(victim);
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        if(otherstats.isDead()) // Can't hit dead actors
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            return;

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        if(ptr == MWMechanics::getPlayer())
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            MWBase::Environment::get().getWindowManager()->setEnemy(victim);
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        int weapskill = ESM::Skill::HandToHand;
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        if(!weapon.isEmpty())
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            weapskill = weapon.getClass().getEquipmentSkill(weapon);
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        float hitchance = MWMechanics::getHitChance(ptr, victim, getSkill(ptr, weapskill));
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        if (Misc::Rng::roll0to99() >= hitchance)
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        {
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            othercls.onHit(victim, 0.0f, false, weapon, ptr, osg::Vec3f(), false);
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            MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
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            return;
        }
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        bool healthdmg;
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        float damage = 0.0f;
        if(!weapon.isEmpty())
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        {
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            const unsigned char *attack = nullptr;
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            if(type == ESM::Weapon::AT_Chop)
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                attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
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            else if(type == ESM::Weapon::AT_Slash)
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                attack = weapon.get<ESM::Weapon>()->mBase->mData.mSlash;
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            else if(type == ESM::Weapon::AT_Thrust)
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                attack = weapon.get<ESM::Weapon>()->mBase->mData.mThrust;
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            if(attack)
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            {
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                damage  = attack[0] + ((attack[1]-attack[0])*attackStrength);
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            }
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            MWMechanics::adjustWeaponDamage(damage, weapon, ptr);
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            MWMechanics::resistNormalWeapon(victim, ptr, weapon, damage);
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            MWMechanics::applyWerewolfDamageMult(victim, weapon, damage);
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            MWMechanics::reduceWeaponCondition(damage, true, weapon, ptr);
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            healthdmg = true;
        }
        else
        {
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            MWMechanics::getHandToHandDamage(ptr, victim, damage, healthdmg, attackStrength);
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        }
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        if(ptr == MWMechanics::getPlayer())
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        {
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            skillUsageSucceeded(ptr, weapskill, 0);
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            const MWMechanics::AiSequence& seq = victim.getClass().getCreatureStats(victim).getAiSequence();

            bool unaware = !seq.isInCombat()
                    && !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(ptr, victim);
            if(unaware)
            {
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                damage *= store.find("fCombatCriticalStrikeMult")->mValue.getFloat();
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                MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}");
                MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
            }
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        }
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        if (othercls.getCreatureStats(victim).getKnockedDown())
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            damage *= store.find("fCombatKODamageMult")->mValue.getFloat();
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        // Apply "On hit" enchanted weapons
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        MWMechanics::applyOnStrikeEnchantment(ptr, victim, weapon, hitPosition);
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        MWMechanics::applyElementalShields(ptr, victim);

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        if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength))
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            damage = 0;

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        if (victim == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState())
            damage = 0;

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        MWMechanics::diseaseContact(victim, ptr);

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        othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
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    }

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    void Npc::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const
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    {
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        MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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        MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
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        bool wasDead = stats.isDead();
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        // Note OnPcHitMe is not set for friendly hits.
        bool setOnPcHitMe = true;
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        // NOTE: 'object' and/or 'attacker' may be empty.
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        if (!attacker.isEmpty() && attacker.getClass().isActor() && !stats.getAiSequence().isInCombat(attacker))
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        {
            stats.setAttacked(true);
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            setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
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        }
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        // Attacker and target store each other as hitattemptactor if they have no one stored yet
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        if (!attacker.isEmpty() && attacker.getClass().isActor())
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        {
            MWMechanics::CreatureStats& statsAttacker = attacker.getClass().getCreatureStats(attacker);
            // First handle the attacked actor
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            if ((stats.getHitAttemptActorId() == -1)
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                && (statsAttacker.getAiSequence().isInCombat(ptr)
                    || attacker == MWMechanics::getPlayer()))
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                stats.setHitAttemptActorId(statsAttacker.getActorId());
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            // Next handle the attacking actor
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            if ((statsAttacker.getHitAttemptActorId() == -1)
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                && (statsAttacker.getAiSequence().isInCombat(ptr)
                    || attacker == MWMechanics::getPlayer()))
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                statsAttacker.setHitAttemptActorId(stats.getActorId());
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        }

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        if (!object.isEmpty())
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            stats.setLastHitAttemptObject(object.getCellRef().getRefId());
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        if (setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer())
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        {
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            const std::string &script = getScript(ptr);
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            /* Set the OnPCHitMe script variable. The script is responsible for clearing it. */
            if(!script.empty())
                ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1);
        }

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        if (!successful)
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        {
            // Missed
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            if (!attacker.isEmpty() && attacker == MWMechanics::getPlayer())
                sndMgr->playSound3D(ptr, "miss", 1.0f, 1.0f);
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            return;
        }
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        if (!object.isEmpty())
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            stats.setLastHitObject(object.getCellRef().getRefId());
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        if (damage > 0.0f && !object.isEmpty())
            MWMechanics::resistNormalWeapon(ptr, attacker, object, damage);

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        if (damage < 0.001f)
            damage = 0;

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        bool godmode = ptr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();

        if (godmode)
            damage = 0;

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        if (damage > 0.0f && !attacker.isEmpty())
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        {
            // 'ptr' is losing health. Play a 'hit' voiced dialog entry if not already saying
            // something, alert the character controller, scripts, etc.
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            const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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            const GMST& gmst = getGmst();

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            int chance = store.get<ESM::GameSetting>().find("iVoiceHitOdds")->mValue.getInteger();
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            if (Misc::Rng::roll0to99() < chance)
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                MWBase::Environment::get().getDialogueManager()->say(ptr, "hit");
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            // Check for knockdown
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            float agilityTerm = stats.getAttribute(ESM::Attribute::Agility).getModified() * gmst.fKnockDownMult->mValue.getFloat();
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            float knockdownTerm = stats.getAttribute(ESM::Attribute::Agility).getModified()
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                    * gmst.iKnockDownOddsMult->mValue.getInteger() * 0.01f + gmst.iKnockDownOddsBase->mValue.getInteger();
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            if (ishealth && agilityTerm <= damage && knockdownTerm <= Misc::Rng::roll0to99())
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                stats.setKnockedDown(true);
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            else
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                stats.setHitRecovery(true); // Is this supposed to always occur?
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            if (damage > 0 && ishealth)
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            {
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                // 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
                };
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                int hitslot = hitslots[Misc::Rng::rollDice(20)];
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                float unmitigatedDamage = damage;
                float x = damage / (damage + getArmorRating(ptr));
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                damage *= std::max(gmst.fCombatArmorMinMult->mValue.getFloat(), x);
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                int damageDiff = static_cast<int>(unmitigatedDamage - damage);
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