npc.cpp 30.4 KB
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#include "npc.hpp"

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#include <memory>

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#include <boost/algorithm/string.hpp>

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#include <OgreSceneNode.h>

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#include <components/esm/loadnpc.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 "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/movement.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/inventorystore.hpp"
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#include "../mwworld/customdata.hpp"
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#include "../mwworld/physicssystem.hpp"
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#include "../mwrender/actors.hpp"
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#include "../mwrender/renderinginterface.hpp"
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#include "../mwgui/tooltips.hpp"
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namespace
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{
    const Ogre::Radian kOgrePi (Ogre::Math::PI);
    const Ogre::Radian kOgrePiOverTwo (Ogre::Math::PI / Ogre::Real(2.0));
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    struct CustomData : public MWWorld::CustomData
    {
        MWMechanics::NpcStats mNpcStats;
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        MWMechanics::CreatureStats mCreatureStats;
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        MWMechanics::Movement mMovement;
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        MWWorld::InventoryStore mInventoryStore;
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        virtual MWWorld::CustomData *clone() const;
    };

    MWWorld::CustomData *CustomData::clone() const
    {
        return new CustomData (*this);
    }
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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];
            creatureStats.getAttribute(i).setBase (male ? attribute.mMale : attribute.mFemale);
        }

        // 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)
            {
                creatureStats.getAttribute(attribute).setBase (
                    creatureStats.getAttribute(attribute).getBase() + 10);
            }
        }

        // skill bonus
        for (int attribute=0; attribute<ESM::Attribute::Length; ++attribute)
        {
            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?
                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.getAttribute(attribute).setBase ( std::min(creatureStats.getAttribute(attribute).getBase()
                + static_cast<int>((level-1) * modifierSum+0.5), 100) );
        }
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        // initial health
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        int strength = creatureStats.getAttribute(ESM::Attribute::Strength).getBase();
        int endurance = creatureStats.getAttribute(ESM::Attribute::Endurance).getBase();
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        creatureStats.setHealth(static_cast<int> (0.5 * (strength + endurance)) + 4 * (creatureStats.getLevel() - 1));
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    }
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}

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namespace MWClass
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{
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    void Npc::ensureCustomData (const MWWorld::Ptr& ptr) const
    {
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        static bool inited = false;
        if(!inited)
        {
            const MWBase::World *world = MWBase::Environment::get().getWorld();
            const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();

            fMinWalkSpeed = gmst.find("fMinWalkSpeed");
            fMaxWalkSpeed = gmst.find("fMaxWalkSpeed");
            fEncumberedMoveEffect = gmst.find("fEncumberedMoveEffect");
            fSneakSpeedMultiplier = gmst.find("fSneakSpeedMultiplier");
            fAthleticsRunBonus = gmst.find("fAthleticsRunBonus");
            fBaseRunMultiplier = gmst.find("fBaseRunMultiplier");
            fMinFlySpeed = gmst.find("fMinFlySpeed");
            fMaxFlySpeed = gmst.find("fMaxFlySpeed");
            fSwimRunBase = gmst.find("fSwimRunBase");
            fSwimRunAthleticsMult = gmst.find("fSwimRunAthleticsMult");
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            fJumpEncumbranceBase = gmst.find("fJumpEncumbranceBase");
            fJumpEncumbranceMultiplier = gmst.find("fJumpEncumbranceMultiplier");
            fJumpAcrobaticsBase = gmst.find("fJumpAcrobaticsBase");
            fJumpAcroMultiplier = gmst.find("fJumpAcroMultiplier");
            fJumpRunMultiplier = gmst.find("fJumpRunMultiplier");
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            fWereWolfRunMult = gmst.find("fWereWolfRunMult");
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            inited = true;
        }
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        if (!ptr.getRefData().getCustomData())
        {
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            std::auto_ptr<CustomData> data(new CustomData);
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            MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
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            // NPC stats
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            if (!ref->mBase->mFaction.empty())
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            {
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                std::string faction = ref->mBase->mFaction;
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                Misc::StringUtils::toLower(faction);
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                if(ref->mBase->mNpdt52.mGold != -10)
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                {
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                    data->mNpcStats.getFactionRanks()[faction] = (int)ref->mBase->mNpdt52.mRank;
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                }
                else
                {
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                    data->mNpcStats.getFactionRanks()[faction] = (int)ref->mBase->mNpdt12.mRank;
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                }
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            }

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            // creature stats
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            if(ref->mBase->mNpdt52.mGold != -10)
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            {
                for (int i=0; i<27; ++i)
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                    data->mNpcStats.getSkill (i).setBase (ref->mBase->mNpdt52.mSkills[i]);

                data->mCreatureStats.getAttribute(0).set (ref->mBase->mNpdt52.mStrength);
                data->mCreatureStats.getAttribute(1).set (ref->mBase->mNpdt52.mIntelligence);
                data->mCreatureStats.getAttribute(2).set (ref->mBase->mNpdt52.mWillpower);
                data->mCreatureStats.getAttribute(3).set (ref->mBase->mNpdt52.mAgility);
                data->mCreatureStats.getAttribute(4).set (ref->mBase->mNpdt52.mSpeed);
                data->mCreatureStats.getAttribute(5).set (ref->mBase->mNpdt52.mEndurance);
                data->mCreatureStats.getAttribute(6).set (ref->mBase->mNpdt52.mPersonality);
                data->mCreatureStats.getAttribute(7).set (ref->mBase->mNpdt52.mLuck);
                data->mCreatureStats.setHealth (ref->mBase->mNpdt52.mHealth);
                data->mCreatureStats.setMagicka (ref->mBase->mNpdt52.mMana);
                data->mCreatureStats.setFatigue (ref->mBase->mNpdt52.mFatigue);

                data->mCreatureStats.setLevel(ref->mBase->mNpdt52.mLevel);
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                data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt52.mDisposition);
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                data->mNpcStats.setReputation(ref->mBase->mNpdt52.mReputation);
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            }
            else
            {
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                for (int i=0; i<3; ++i)
                    data->mCreatureStats.setDynamic (i, 10);

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                data->mCreatureStats.setLevel(ref->mBase->mNpdt12.mLevel);
                data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt12.mDisposition);
                data->mNpcStats.setReputation(ref->mBase->mNpdt12.mReputation);
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                autoCalculateAttributes(ref->mBase, data->mCreatureStats);
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            }
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            data->mCreatureStats.setAiSetting (0, ref->mBase->mAiData.mHello);
            data->mCreatureStats.setAiSetting (1, ref->mBase->mAiData.mFight);
            data->mCreatureStats.setAiSetting (2, ref->mBase->mAiData.mFlee);
            data->mCreatureStats.setAiSetting (3, 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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                data->mCreatureStats.getSpells().add (*iter);

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

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    std::string Npc::getId (const MWWorld::Ptr& ptr) const
    {
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        MWWorld::LiveCellRef<ESM::NPC> *ref =
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            ptr.get<ESM::NPC>();

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        return ref->mBase->mId;
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    }

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    void Npc::adjustPosition(const MWWorld::Ptr& ptr) const
    {
        MWBase::Environment::get().getWorld()->adjustPosition(ptr);
    }

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    void Npc::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const
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    {
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        renderingInterface.getActors().insertNPC(ptr, getInventoryStore(ptr));
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    }
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    void Npc::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const
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    {
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        physics.addActor(ptr);
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        MWBase::Environment::get().getMechanicsManager()->add(ptr);
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    }
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    bool Npc::isPersistent(const MWWorld::Ptr &actor) const
    {
        MWWorld::LiveCellRef<ESM::NPC>* ref = actor.get<ESM::NPC>();
        return ref->mBase->mPersistent;
    }

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    std::string Npc::getModel(const MWWorld::Ptr &ptr) const
    {
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        MWWorld::LiveCellRef<ESM::NPC> *ref =
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            ptr.get<ESM::NPC>();
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        assert(ref->mBase != NULL);
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        std::string headID = ref->mBase->mHead;
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        int end = headID.find_last_of("head_") - 4;
        std::string bodyRaceID = headID.substr(0, end);

        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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    std::string Npc::getName (const MWWorld::Ptr& ptr) const
    {
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        MWWorld::LiveCellRef<ESM::NPC> *ref =
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            ptr.get<ESM::NPC>();

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        return ref->mBase->mName;
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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 dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mCreatureStats;
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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 dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mNpcStats;
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    }

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    void Npc::attack(const MWWorld::Ptr& ptr, int type) const
    {
        // FIXME: Detect what was hit
        MWWorld::Ptr victim;
        if(victim.isEmpty()) // Didn't hit anything
            return;

        const MWWorld::Class &othercls = MWWorld::Class::get(victim);
        if(!othercls.isActor() || othercls.getCreatureStats(victim).isDead())
        {
            // Can't hit non-actors, or dead actors
            return;
        }

        // Get the weapon used
        MWWorld::LiveCellRef<ESM::Weapon> *weapon = NULL;
        MWWorld::InventoryStore &inv = Npc::getInventoryStore(ptr);
        MWWorld::ContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
        if(iter != inv.end() && iter->getTypeName() == typeid(ESM::Weapon).name())
            weapon = iter->get<ESM::Weapon>();

        // TODO: Check weapon skill against victim's armor skill (if !weapon, attacker is using
        // hand-to-hand, which damages fatique unless in werewolf form).
        if(weapon)
        {
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            const unsigned char *att = NULL;
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            if(type == MWMechanics::CreatureStats::AT_Chop)
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                att = weapon->mBase->mData.mChop;
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            else if(type == MWMechanics::CreatureStats::AT_Slash)
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                att = weapon->mBase->mData.mSlash;
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            else if(type == MWMechanics::CreatureStats::AT_Thrust)
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                att = weapon->mBase->mData.mThrust;
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            if(att)
            {
                float health = othercls.getCreatureStats(victim).getHealth().getCurrent();
                // FIXME: Modify damage based on strength attribute?
                health -= att[0] + ((att[1]-att[0])*Npc::getNpcStats(ptr).getAttackStrength());

                othercls.setActorHealth(victim, std::max(health, 0.0f), ptr);
            }
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        }
    }

    void Npc::setActorHealth(const MWWorld::Ptr& ptr, float health, const MWWorld::Ptr& attacker) const
    {
        MWMechanics::CreatureStats &crstats = getCreatureStats(ptr);
        float diff = health - crstats.getHealth().getCurrent();

        if(diff < 0.0f)
        {
            // 'ptr' is losing health. Play a 'hit' voiced dialog entry if not already saying
            // something, alert the character controller, scripts, etc.
            // NOTE: 'attacker' may be empty.
        }

        bool wasDead = crstats.isDead();

        MWMechanics::DynamicStat<float> stat(crstats.getHealth());
        stat.setCurrent(health);
        crstats.setHealth(stat);

        if(!wasDead && crstats.isDead())
        {
            // actor was just killed
        }
        else if(wasDead && !crstats.isDead())
        {
            // actor was just resurrected
        }
    }


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    boost::shared_ptr<MWWorld::Action> Npc::activate (const MWWorld::Ptr& ptr,
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        const MWWorld::Ptr& actor) const
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    {
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        if (MWWorld::Class::get (ptr).getCreatureStats (ptr).isDead())
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            return boost::shared_ptr<MWWorld::Action> (new MWWorld::ActionOpen(ptr, true));
        else if (MWWorld::Class::get(actor).getStance(actor, MWWorld::Class::Sneak))
            return boost::shared_ptr<MWWorld::Action> (new MWWorld::ActionOpen(ptr)); // stealing
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        else
            return boost::shared_ptr<MWWorld::Action> (new MWWorld::ActionTalk (ptr));
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    }
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    MWWorld::ContainerStore& Npc::getContainerStore (const MWWorld::Ptr& ptr)
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        const
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    {
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        ensureCustomData (ptr);
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        return dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mInventoryStore;
    }

    MWWorld::InventoryStore& Npc::getInventoryStore (const MWWorld::Ptr& ptr)
        const
    {
        ensureCustomData (ptr);

        return dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mInventoryStore;
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    }

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    std::string Npc::getScript (const MWWorld::Ptr& ptr) const
    {
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        MWWorld::LiveCellRef<ESM::NPC> *ref =
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            ptr.get<ESM::NPC>();

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        return ref->mBase->mScript;
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    }

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    void Npc::setForceStance (const MWWorld::Ptr& ptr, Stance stance, bool force) const
    {
        MWMechanics::NpcStats& stats = getNpcStats (ptr);

        switch (stance)
        {
            case Run:

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                stats.setMovementFlag (MWMechanics::NpcStats::Flag_ForceRun, force);
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                break;

            case Sneak:

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                stats.setMovementFlag (MWMechanics::NpcStats::Flag_ForceSneak, force);
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                break;

            case Combat:

                throw std::runtime_error ("combat stance not enforcable for NPCs");
        }
    }

    void Npc::setStance (const MWWorld::Ptr& ptr, Stance stance, bool set) const
    {
        MWMechanics::NpcStats& stats = getNpcStats (ptr);

        switch (stance)
        {
            case Run:

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                stats.setMovementFlag (MWMechanics::NpcStats::Flag_Run, set);
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                break;
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            case Sneak:

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                stats.setMovementFlag (MWMechanics::NpcStats::Flag_Sneak, set);
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                break;

            case Combat:

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                // Combat stance ignored for now; need to be determined based on draw state instead of
                // being maunally set.
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                break;
        }
    }

    bool Npc::getStance (const MWWorld::Ptr& ptr, Stance stance, bool ignoreForce) const
    {
        MWMechanics::NpcStats& stats = getNpcStats (ptr);

        switch (stance)
        {
            case Run:

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                if (!ignoreForce && stats.getMovementFlag (MWMechanics::NpcStats::Flag_ForceRun))
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                    return true;

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                return stats.getMovementFlag (MWMechanics::NpcStats::Flag_Run);
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            case Sneak:

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                if (!ignoreForce && stats.getMovementFlag (MWMechanics::NpcStats::Flag_ForceSneak))
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                    return true;

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                return stats.getMovementFlag (MWMechanics::NpcStats::Flag_Sneak);
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            case Combat:

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                return false;
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        }

        return false;
    }

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    float Npc::getSpeed(const MWWorld::Ptr& ptr) const
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    {
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        const MWBase::World *world = MWBase::Environment::get().getWorld();
        const CustomData *npcdata = static_cast<const CustomData*>(ptr.getRefData().getCustomData());
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        const MWMechanics::MagicEffects &mageffects = npcdata->mCreatureStats.getMagicEffects();

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        const float normalizedEncumbrance = Npc::getEncumbrance(ptr) / Npc::getCapacity(ptr);

        float walkSpeed = fMinWalkSpeed->getFloat() + 0.01f*npcdata->mCreatureStats.getAttribute(ESM::Attribute::Speed).getModified()*
                                                      (fMaxWalkSpeed->getFloat() - fMinWalkSpeed->getFloat());
        walkSpeed *= 1.0f - fEncumberedMoveEffect->getFloat()*normalizedEncumbrance;
        walkSpeed = std::max(0.0f, walkSpeed);
        if(Npc::getStance(ptr, Sneak, false))
            walkSpeed *= fSneakSpeedMultiplier->getFloat();
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        float runSpeed = walkSpeed*(0.01f * npcdata->mNpcStats.getSkill(ESM::Skill::Athletics).getModified() *
                                    fAthleticsRunBonus->getFloat() + fBaseRunMultiplier->getFloat());
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        if(npcdata->mNpcStats.isWerewolf())
            runSpeed *= fWereWolfRunMult->getFloat();
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        float moveSpeed;
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        if(normalizedEncumbrance >= 1.0f)
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            moveSpeed = 0.0f;
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        else if(mageffects.get(MWMechanics::EffectKey(10/*levitate*/)).mMagnitude > 0)
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        {
            float flySpeed = 0.01f*(npcdata->mCreatureStats.getAttribute(ESM::Attribute::Speed).getModified() +
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                                    mageffects.get(MWMechanics::EffectKey(10/*levitate*/)).mMagnitude);
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            flySpeed = fMinFlySpeed->getFloat() + flySpeed*(fMaxFlySpeed->getFloat() - fMinFlySpeed->getFloat());
            flySpeed *= 1.0f - fEncumberedMoveEffect->getFloat() * normalizedEncumbrance;
            flySpeed = std::max(0.0f, flySpeed);
            moveSpeed = flySpeed;
        }
        else if(world->isSwimming(ptr))
        {
            float swimSpeed = walkSpeed;
            if(Npc::getStance(ptr, Run, false))
                swimSpeed = runSpeed;
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            swimSpeed *= 1.0f + 0.01f * mageffects.get(MWMechanics::EffectKey(1/*swift swim*/)).mMagnitude;
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            swimSpeed *= fSwimRunBase->getFloat() + 0.01f*npcdata->mNpcStats.getSkill(ESM::Skill::Athletics).getModified()*
                                                    fSwimRunAthleticsMult->getFloat();
            moveSpeed = swimSpeed;
        }
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        else if(Npc::getStance(ptr, Run, false) && !Npc::getStance(ptr, Sneak, false))
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            moveSpeed = runSpeed;
        else
            moveSpeed = walkSpeed;
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        if(getMovementSettings(ptr).mPosition[0] != 0 && getMovementSettings(ptr).mPosition[1] == 0)
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            moveSpeed *= 0.75f;

        return moveSpeed;
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    }

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    float Npc::getJump(const MWWorld::Ptr &ptr) const
    {
        const CustomData *npcdata = static_cast<const CustomData*>(ptr.getRefData().getCustomData());
        const MWMechanics::MagicEffects &mageffects = npcdata->mCreatureStats.getMagicEffects();
        const float encumbranceTerm = fJumpEncumbranceBase->getFloat() +
                                          fJumpEncumbranceMultiplier->getFloat() *
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                                          (1.0f - Npc::getEncumbrance(ptr)/Npc::getCapacity(ptr));
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        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 = fJumpAcrobaticsBase->getFloat() +
                  std::pow(a / 15.0f, fJumpAcroMultiplier->getFloat());
        x += 3 * b * fJumpAcroMultiplier->getFloat();
        x += mageffects.get(MWMechanics::EffectKey(9/*jump*/)).mMagnitude * 64;
        x *= encumbranceTerm;

        if(Npc::getStance(ptr, Run, false))
            x *= fJumpRunMultiplier->getFloat();
        x *= 1.25f;//fatigueTerm;
        x -= -627.2/*gravity constant*/;
        x /= 3;

        return x;
    }

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    MWMechanics::Movement& Npc::getMovementSettings (const MWWorld::Ptr& ptr) const
    {
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        ensureCustomData (ptr);
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        return dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mMovement;
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    }

    Ogre::Vector3 Npc::getMovementVector (const MWWorld::Ptr& ptr) const
    {
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        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;
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    }
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    Ogre::Vector3 Npc::getRotationVector (const MWWorld::Ptr& ptr) const
    {
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        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;
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    }

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    bool Npc::isEssential (const MWWorld::Ptr& ptr) const
    {
        MWWorld::LiveCellRef<ESM::NPC> *ref =
            ptr.get<ESM::NPC>();
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        return ref->mBase->mFlags & ESM::NPC::Essential;
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    }
    
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    void Npc::registerSelf()
    {
        boost::shared_ptr<Class> instance (new Npc);
        registerClass (typeid (ESM::NPC).name(), instance);
    }
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    bool Npc::hasToolTip (const MWWorld::Ptr& ptr) const
    {
        /// \todo We don't want tooltips for NPCs in combat mode.

        return true;
    }

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    MWGui::ToolTipInfo Npc::getToolTipInfo (const MWWorld::Ptr& ptr) const
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    {
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        MWWorld::LiveCellRef<ESM::NPC> *ref =
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            ptr.get<ESM::NPC>();

        MWGui::ToolTipInfo info;
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        info.caption = ref->mBase->mName;
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        std::string text;
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        if (MWBase::Environment::get().getWindowManager()->getFullHelp())
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            text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script");
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        info.text = text;

        return info;
    }
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    float Npc::getCapacity (const MWWorld::Ptr& ptr) const
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    {
        const MWMechanics::CreatureStats& stats = getCreatureStats (ptr);
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        return stats.getAttribute(0).getModified()*5;
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    }
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    float Npc::getEncumbrance (const MWWorld::Ptr& ptr) const
    {
        float weight = getContainerStore (ptr).getWeight();

        const MWMechanics::CreatureStats& stats = getCreatureStats (ptr);

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        weight -= stats.getMagicEffects().get (MWMechanics::EffectKey (ESM::MagicEffect::Feather)).mMagnitude;
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        weight += stats.getMagicEffects().get (MWMechanics::EffectKey (ESM::MagicEffect::Burden)).mMagnitude;
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        if (weight<0)
            weight = 0;

        return weight;
    }
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    bool Npc::apply (const MWWorld::Ptr& ptr, const std::string& id,
        const MWWorld::Ptr& actor) const
    {
        MWMechanics::CreatureStats& stats = getCreatureStats (ptr);

        /// \todo consider instant effects

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        return stats.getActiveSpells().addSpell (id, actor);
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    }

    void Npc::skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType) const
    {
        MWMechanics::NpcStats& stats = getNpcStats (ptr);

        MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();

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        const ESM::Class *class_ =
            MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find (
                ref->mBase->mClass
            );
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        stats.useSkill (skill, *class_, usageType);
    }
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    float Npc::getArmorRating (const MWWorld::Ptr& ptr) const
    {
        MWWorld::InventoryStore& invStore = MWWorld::Class::get(ptr).getInventoryStore(ptr);
        const MWWorld::Store<ESM::GameSetting> &gmst =
            MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();

        int ratings[MWWorld::InventoryStore::Slots];

        int iBaseArmorSkill = gmst.find("iBaseArmorSkill")->getInt();
        float fUnarmoredBase1 = gmst.find("fUnarmoredBase1")->getFloat();
        float fUnarmoredBase2 = gmst.find("fUnarmoredBase2")->getFloat();
        int unarmoredSkill = MWWorld::Class::get(ptr).getNpcStats(ptr).getSkill(ESM::Skill::Unarmored).getModified();

        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<ESM::Armor> *ref =
                    it->get<ESM::Armor>();

                int armorSkillType = MWWorld::Class::get(*it).getEquipmentSkill(*it);
                int armorSkill = MWWorld::Class::get(ptr).getNpcStats(ptr).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 = MWWorld::Class::get(ptr).getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Shield).mMagnitude;

        return ratings[MWWorld::InventoryStore::Slot_Cuirass] * 0.3
                + (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]
                    ) * 0.1
                + (ratings[MWWorld::InventoryStore::Slot_LeftGauntlet] + MWWorld::InventoryStore::Slot_RightGauntlet)
                    * 0.05
                + shield;
    }


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    void Npc::adjustRotation(const MWWorld::Ptr& ptr,float& x,float& y,float& z) const
    {
        y = 0;
        x = 0;
    }
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    void Npc::adjustScale(const MWWorld::Ptr &ptr, float &scale) const
    {
        MWWorld::LiveCellRef<ESM::NPC> *ref =
            ptr.get<ESM::NPC>();

        const ESM::Race* race =
                MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(ref->mBase->mRace);

        if (ref->mBase->isMale())
            scale *= race->mData.mHeight.mMale;
        else
            scale *= race->mData.mHeight.mFemale;
    }

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    int Npc::getServices(const MWWorld::Ptr &actor) const
    {
        MWWorld::LiveCellRef<ESM::NPC>* ref = actor.get<ESM::NPC>();
        if (ref->mBase->mHasAI)
            return ref->mBase->mAiData.mServices;
        else
            return 0;
    }

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    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->isUnderwater(ptr.getCell(), pos))
                return "FootWaterLeft";
            if(world->isOnGround(ptr))
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            {
                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(Class::get(*boots).getEquipmentSkill(*boots))
                {
                    case ESM::Skill::LightArmor:
                        return "FootLightLeft";
                    case ESM::Skill::MediumArmor:
                        return "FootMediumLeft";
                    case ESM::Skill::HeavyArmor:
                        return "FootHeavyLeft";
                }
            }
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            return "";
        }
        if(name == "right")
        {
            MWBase::World *world = MWBase::Environment::get().getWorld();
            Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
            if(world->isUnderwater(ptr.getCell(), pos))
                return "FootWaterRight";
            if(world->isOnGround(ptr))
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            {
                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(Class::get(*boots).getEquipmentSkill(*boots))
                {
                    case ESM::Skill::LightArmor:
                        return "FootLightRight";
                    case ESM::Skill::MediumArmor:
                        return "FootMediumRight";
                    case ESM::Skill::HeavyArmor:
                        return "FootHeavyRight";
                }
            }
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            return "";
        }
        // 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);
    }

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    MWWorld::Ptr
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    Npc::copyToCellImpl(const MWWorld::Ptr &ptr, MWWorld::CellStore &cell) const
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    {
        MWWorld::LiveCellRef<ESM::NPC> *ref =
            ptr.get<ESM::NPC>();

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        return MWWorld::Ptr(&cell.mNpcs.insert(*ref), &cell);
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    }
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    const ESM::GameSetting *Npc::fMinWalkSpeed;
    const ESM::GameSetting *Npc::fMaxWalkSpeed;
    const ESM::GameSetting *Npc::fEncumberedMoveEffect;
    const ESM::GameSetting *Npc::fSneakSpeedMultiplier;
    const ESM::GameSetting *Npc::fAthleticsRunBonus;
    const ESM::GameSetting *Npc::fBaseRunMultiplier;
    const ESM::GameSetting *Npc::fMinFlySpeed;
    const ESM::GameSetting *Npc::fMaxFlySpeed;
    const ESM::GameSetting *Npc::fSwimRunBase;
    const ESM::GameSetting *Npc::fSwimRunAthleticsMult;
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    const ESM::GameSetting *Npc::fJumpEncumbranceBase;
    const ESM::GameSetting *Npc::fJumpEncumbranceMultiplier;
    const ESM::GameSetting *Npc::fJumpAcrobaticsBase;
    const ESM::GameSetting *Npc::fJumpAcroMultiplier;
    const ESM::GameSetting *Npc::fJumpRunMultiplier;
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    const ESM::GameSetting *Npc::fWereWolfRunMult;
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}