npc.cpp 56.4 KB
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#include "npc.hpp"

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#include <memory>

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#include <OgreSceneNode.h>

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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 "../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 "../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 "../mwworld/physicssystem.hpp"
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#include "../mwworld/cellstore.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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{
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    struct NpcCustomData : public MWWorld::CustomData
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    {
        MWMechanics::NpcStats mNpcStats;
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        MWMechanics::Movement mMovement;
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        MWWorld::InventoryStore mInventoryStore;
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        virtual MWWorld::CustomData *clone() const;
    };

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    MWWorld::CustomData *NpcCustomData::clone() const
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    {
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        return new NpcCustomData (*this);
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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?
                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;
            }
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            creatureStats.setAttribute(attribute, std::min(creatureStats.getAttribute(attribute).getBase()
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                + 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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        int multiplier = 3;

        if (class_->mData.mSpecialization == ESM::Class::Combat)
            multiplier += 2;
        else if (class_->mData.mSpecialization == ESM::Class::Stealth)
            multiplier += 1;

        if (class_->mData.mAttribute[0] == ESM::Attribute::Endurance
            || class_->mData.mAttribute[1] == ESM::Attribute::Endurance)
            multiplier += 1;

        creatureStats.setHealth(static_cast<int> (0.5 * (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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                if (class_->mData.mSkills[k][1] == skillIndex)
                {
                    // Major skill -> add starting spells for this skill if existing
                    const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
                    MWWorld::Store<ESM::Spell>::iterator it = store.get<ESM::Spell>().begin();
                    for (; it != store.get<ESM::Spell>().end(); ++it)
                    {
                        if (it->mData.mFlags & ESM::Spell::F_Autocalc
                                && MWMechanics::spellSchoolToSkill(MWMechanics::getSpellSchool(&*it, ptr)) == skillIndex)
                            npcStats.getSpells().add(it->mId);
                    }
                }
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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(
                    npcStats.getSkill(skillIndex).getBase()
                    + 5
                    + raceBonus
                    + specBonus
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                    + static_cast<int>((level-1) * (majorMultiplier + specMultiplier)), 100));
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        }
    }
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}

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namespace MWClass
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{
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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");
            gmst.fDamageStrengthBase = store.find("fDamageStrengthBase");
            gmst.fDamageStrengthMult = store.find("fDamageStrengthMult");
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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::auto_ptr<NpcCustomData> data(new NpcCustomData);
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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->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS)
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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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            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->mNpdt52.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->mNpdt52.mSkills[i]);

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                data->mNpcStats.setAttribute(ESM::Attribute::Strength, ref->mBase->mNpdt52.mStrength);
                data->mNpcStats.setAttribute(ESM::Attribute::Intelligence, ref->mBase->mNpdt52.mIntelligence);
                data->mNpcStats.setAttribute(ESM::Attribute::Willpower, ref->mBase->mNpdt52.mWillpower);
                data->mNpcStats.setAttribute(ESM::Attribute::Agility, ref->mBase->mNpdt52.mAgility);
                data->mNpcStats.setAttribute(ESM::Attribute::Speed, ref->mBase->mNpdt52.mSpeed);
                data->mNpcStats.setAttribute(ESM::Attribute::Endurance, ref->mBase->mNpdt52.mEndurance);
                data->mNpcStats.setAttribute(ESM::Attribute::Personality, ref->mBase->mNpdt52.mPersonality);
                data->mNpcStats.setAttribute(ESM::Attribute::Luck, ref->mBase->mNpdt52.mLuck);

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                data->mNpcStats.setHealth (ref->mBase->mNpdt52.mHealth);
                data->mNpcStats.setMagicka (ref->mBase->mNpdt52.mMana);
                data->mNpcStats.setFatigue (ref->mBase->mNpdt52.mFatigue);

                data->mNpcStats.setLevel(ref->mBase->mNpdt52.mLevel);
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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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                gold = ref->mBase->mNpdt12.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->mNpdt12.mLevel);
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                data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt12.mDisposition);
                data->mNpcStats.setReputation(ref->mBase->mNpdt12.mReputation);
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                autoCalculateAttributes(ref->mBase, data->mNpcStats);
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                autoCalculateSkills(ref->mBase, data->mNpcStats, ptr);
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            }
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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)
            {
                data->mNpcStats.getSpells().add (*iter);
            }

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            if (data->mNpcStats.getFactionRanks().size())
            {
                static const int iAutoRepFacMod = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
                        .find("iAutoRepFacMod")->getInt();
                static const int iAutoRepLevMod = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
                        .find("iAutoRepLevMod")->getInt();
                int rank = data->mNpcStats.getFactionRanks().begin()->second;

                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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                data->mNpcStats.getSpells().add (*iter);
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            // inventory
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            data->mInventoryStore.fill(ref->mBase->mInventory, getId(ptr), "",
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                                       MWBase::Environment::get().getWorld()->getStore());

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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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    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);
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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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        if (getCreatureStats(ptr).isDead())
            MWBase::Environment::get().getWorld()->enableActorCollision(ptr, false);
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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 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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        if(getNpcStats(ptr).isWerewolf())
        {
            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")->getString();
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        }
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        MWWorld::LiveCellRef<ESM::NPC> *ref = 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<NpcCustomData&> (*ptr.getRefData().getCustomData()).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 dynamic_cast<NpcCustomData&> (*ptr.getRefData().getCustomData()).mNpcStats;
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    }

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    void Npc::hit(const MWWorld::Ptr& ptr, int type) const
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    {
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        MWBase::World *world = MWBase::Environment::get().getWorld();
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        const GMST& gmst = getGmst();

        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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        // Reduce fatigue
        // somewhat of a guess, but using the weapon weight makes sense
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        const float fFatigueAttackBase = store.find("fFatigueAttackBase")->getFloat();
        const float fFatigueAttackMult = store.find("fFatigueAttackMult")->getFloat();
        const float fWeaponFatigueMult = store.find("fWeaponFatigueMult")->getFloat();
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        MWMechanics::DynamicStat<float> fatigue = getCreatureStats(ptr).getFatigue();
        const float normalizedEncumbrance = getEncumbrance(ptr) / getCapacity(ptr);
        float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
        if (!weapon.isEmpty())
            fatigueLoss += weapon.getClass().getWeight(weapon) * getNpcStats(ptr).getAttackStrength() * fWeaponFatigueMult;
        fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
        getCreatureStats(ptr).setFatigue(fatigue);

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        const float fCombatDistance = store.find("fCombatDistance")->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")->getFloat());
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        // TODO: Use second to work out the hit angle
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        std::pair<MWWorld::Ptr, Ogre::Vector3> result = world->getHitContact(ptr, dist);
        MWWorld::Ptr victim = result.first;
        Ogre::Vector3 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.getRefData().getHandle() == "player")
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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, ptr.getClass().getSkill(ptr, weapskill));
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        if((::rand()/(RAND_MAX+1.0)) > hitchance/100.0f)
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        {
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            othercls.onHit(victim, 0.0f, false, weapon, ptr, false);
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            return;
        }
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        bool healthdmg;
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        float damage = 0.0f;
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        MWMechanics::NpcStats &stats = getNpcStats(ptr);
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        if(!weapon.isEmpty())
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        {
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            const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
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            const unsigned char *attack = NULL;
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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])*stats.getAttackStrength());
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                damage *= gmst.fDamageStrengthBase->getFloat() +
                        (stats.getAttribute(ESM::Attribute::Strength).getModified() * gmst.fDamageStrengthMult->getFloat() * 0.1);
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                if(weaphashealth)
                {
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                    int weapmaxhealth = weapon.getClass().getItemMaxHealth(weapon);
                    int weaphealth = weapon.getClass().getItemHealth(weapon);
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                    damage *= float(weaphealth) / weapmaxhealth;
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                    if (!MWBase::Environment::get().getWorld()->getGodModeState())
                    {
                        // Reduce weapon charge by at least one, but cap at 0
                        weaphealth -= std::min(std::max(1,
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                                    (int)(damage * store.find("fWeaponDamageMult")->getFloat())), weaphealth);
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                        weapon.getCellRef().setCharge(weaphealth);
                    }

                    // Weapon broken? unequip it
                    if (weaphealth == 0)
                        weapon = *inv.unequipItem(weapon, ptr);
                }
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            }
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            healthdmg = true;
        }
        else
        {
            // Note: MCP contains an option to include Strength in hand-to-hand damage
            // calculations. Some mods recommend using it, so we may want to include am
            // option for it.
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            float minstrike = store.find("fMinHandToHandMult")->getFloat();
            float maxstrike = store.find("fMaxHandToHandMult")->getFloat();
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            damage  = stats.getSkill(weapskill).getModified();
            damage *= minstrike + ((maxstrike-minstrike)*stats.getAttackStrength());
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            healthdmg = (otherstats.getFatigue().getCurrent() < 1.0f)
                    || (otherstats.getMagicEffects().get(ESM::MagicEffect::Paralyze).mMagnitude > 0);
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            if(stats.isWerewolf())
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            {
                healthdmg = true;
                // GLOB instead of GMST because it gets updated during a quest
                const MWWorld::Store<ESM::Global> &glob = world->getStore().get<ESM::Global>();
                damage *= glob.find("WerewolfClawMult")->mValue.getFloat();
            }
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            if(healthdmg)
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                damage *= store.find("fHandtoHandHealthPer")->getFloat();
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            MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
            if(stats.isWerewolf())
            {
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                const ESM::Sound *sound = world->getStore().get<ESM::Sound>().searchRandom("WolfHit");
                if(sound)
                    sndMgr->playSound3D(victim, sound->mId, 1.0f, 1.0f);
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            }
            else
                sndMgr->playSound3D(victim, "Hand To Hand Hit", 1.0f, 1.0f);
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        }
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        if(ptr.getRefData().getHandle() == "player")
            skillUsageSucceeded(ptr, weapskill, 0);
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        bool detected = MWBase::Environment::get().getMechanicsManager()->awarenessCheck(ptr, victim);
        if(!detected)
        {
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            damage *= store.find("fCombatCriticalStrikeMult")->getFloat();
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            MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}");
            MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
        }
        if (othercls.getCreatureStats(victim).getKnockedDown())
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            damage *= store.find("fCombatKODamageMult")->getFloat();
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        // Apply "On hit" enchanted weapons
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        std::string enchantmentName = !weapon.isEmpty() ? weapon.getClass().getEnchantment(weapon) : "";
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        if (!enchantmentName.empty())
        {
            const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(
                        enchantmentName);
            if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
            {
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                MWMechanics::CastSpell cast(ptr, victim);
                cast.mHitPosition = hitPosition;
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                cast.cast(weapon);
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            }
        }

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        if (!weapon.isEmpty() && MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage))
            damage = 0;

        if (healthdmg && damage > 0)
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            MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
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        MWMechanics::diseaseContact(victim, ptr);

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        othercls.onHit(victim, damage, healthdmg, weapon, ptr, 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, bool successful) const
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    {
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        MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();

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        // NOTE: 'object' and/or 'attacker' may be empty.

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        // Attacking peaceful NPCs is a crime
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        if (!attacker.isEmpty() && !ptr.getClass().getCreatureStats(ptr).isHostile() &&
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                !MWBase::Environment::get().getMechanicsManager()->isAggressive(ptr, attacker))
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            MWBase::Environment::get().getMechanicsManager()->commitCrime(attacker, ptr, MWBase::MechanicsManager::OT_Assault);

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        bool wasDead = getCreatureStats(ptr).isDead();

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        getCreatureStats(ptr).setAttacked(true);

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        if(!successful)
        {
            // TODO: Handle HitAttemptOnMe script function

            // Missed
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            sndMgr->playSound3D(ptr, "miss", 1.0f, 1.0f);
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            return;
        }
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        if(!object.isEmpty())
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            getCreatureStats(ptr).setLastHitObject(object.getClass().getId(object));
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        if(!attacker.isEmpty() && attacker.getRefData().getHandle() == "player")
        {
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            const std::string &script = ptr.getClass().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 (damage > 0.0f && !object.isEmpty())
            MWMechanics::resistNormalWeapon(ptr, attacker, object, damage);

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        if(damage > 0.0f)
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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")->getInt();
            int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
            if (roll < chance)
            {
                MWBase::Environment::get().getDialogueManager()->say(ptr, "hit");
            }
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            // Check for knockdown
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            float agilityTerm = getCreatureStats(ptr).getAttribute(ESM::Attribute::Agility).getModified() * gmst.fKnockDownMult->getFloat();
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            float knockdownTerm = getCreatureStats(ptr).getAttribute(ESM::Attribute::Agility).getModified()
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                    * gmst.iKnockDownOddsMult->getInt() * 0.01 + gmst.iKnockDownOddsBase->getInt();
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            roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
            if (ishealth && agilityTerm <= damage && knockdownTerm <= roll)
            {
                getCreatureStats(ptr).setKnockedDown(true);

            }
            else
                getCreatureStats(ptr).setHitRecovery(true); // Is this supposed to always occur?
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            if(ishealth && !attacker.isEmpty()) // Don't use armor mitigation for fall damage
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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
                };
                int hitslot = hitslots[(int)(::rand()/(RAND_MAX+1.0)*20.0)];

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                float damagediff = damage;
                damage /= std::min(1.0f + getArmorRating(ptr)/std::max(1.0f, damage), 4.0f);
                damagediff -= damage;

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                MWWorld::InventoryStore &inv = getInventoryStore(ptr);
                MWWorld::ContainerStoreIterator armorslot = inv.getSlot(hitslot);
                MWWorld::Ptr armor = ((armorslot != inv.end()) ? *armorslot : MWWorld::Ptr());
                if(!armor.isEmpty() && armor.getTypeName() == typeid(ESM::Armor).name())
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                {
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                    int armorhealth = armor.getClass().getItemHealth(armor);
                    armorhealth -= std::min(std::max(1, (int)damagediff),
                                                 armorhealth);
                    armor.getCellRef().setCharge(armorhealth);
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                    // Armor broken? unequip it
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                    if (armorhealth == 0)
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                        inv.unequipItem(armor, ptr);

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                    if (ptr.getRefData().getHandle() == "player")
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                        skillUsageSucceeded(ptr, armor.getClass().getEquipmentSkill(armor), 0);
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                    switch(armor.getClass().getEquipmentSkill(armor))
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                    {
                        case ESM::Skill::LightArmor:
                            sndMgr->playSound3D(ptr, "Light Armor Hit", 1.0f, 1.0f);
                            break;
                        case ESM::Skill::MediumArmor:
                            sndMgr->playSound3D(ptr, "Medium Armor Hit", 1.0f, 1.0f);
                            break;
                        case ESM::Skill::HeavyArmor:
                            sndMgr->playSound3D(ptr, "Heavy Armor Hit", 1.0f, 1.0f);
                            break;
                    }
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                }
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                else if(ptr.getRefData().getHandle() == "player")
                    skillUsageSucceeded(ptr, ESM::Skill::Unarmored, 0);
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            }
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        }

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        if(ishealth)
        {
            if(damage > 0.0f)
                sndMgr->playSound3D(ptr, "Health Damage", 1.0f, 1.0f);
            float health = getCreatureStats(ptr).getHealth().getCurrent() - damage;
            setActorHealth(ptr, health, attacker);
        }
        else
        {
            MWMechanics::DynamicStat<float> fatigue(getCreatureStats(ptr).getFatigue());
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            fatigue.setCurrent(fatigue.getCurrent() - damage, true);
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            getCreatureStats(ptr).setFatigue(fatigue);
        }
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        if (!wasDead && getCreatureStats(ptr).isDead())
        {
            // NPC was killed
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            if (!attacker.isEmpty() && attacker.getClass().isNpc() && attacker.getClass().getNpcStats(attacker).isWerewolf())
            {
                attacker.getClass().getNpcStats(attacker).addWerewolfKill();
            }

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            // Simple check for who attacked first: if the player attacked first, a crimeId should be set
            // Doesn't handle possible edge case where no one reported the assault, but in such a case,
            // for bystanders it is not possible to tell who attacked first, anyway.
            MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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            if (attacker == player && ptr.getClass().getNpcStats(ptr).getCrimeId() != -1 && ptr != player)
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                MWBase::Environment::get().getMechanicsManager()->commitCrime(player, ptr, MWBase::MechanicsManager::OT_Murder);
        }
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    }

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    void Npc::block(const MWWorld::Ptr &ptr) const
    {
        MWWorld::InventoryStore& inv = getInventoryStore(ptr);
        MWWorld::ContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
        if (shield == inv.end())
            return;

        MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
        switch(shield->getClass().getEquipmentSkill(*shield))
        {
            case ESM::Skill::LightArmor:
                sndMgr->playSound3D(ptr, "Light Armor Hit", 1.0f, 1.0f);
                break;
            case ESM::Skill::MediumArmor:
                sndMgr->playSound3D(ptr, "Medium Armor Hit", 1.0f, 1.0f);
                break;
            case ESM::Skill::HeavyArmor:
                sndMgr->playSound3D(ptr, "Heavy Armor Hit", 1.0f, 1.0f);
                break;
            default:
                return;
        }
    }

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    void Npc::setActorHealth(const MWWorld::Ptr& ptr, float health, const MWWorld::Ptr& attacker) const
    {
        MWMechanics::CreatureStats &crstats = getCreatureStats(ptr);
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        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
        }
    }