openmw-tes3coop/apps/openmw/mwclass/weapon.hpp
2012-03-13 15:35:06 +01:00

47 lines
1.9 KiB
C++

#ifndef GAME_MWCLASS_WEAPON_H
#define GAME_MWCLASS_WEAPON_H
#include "../mwworld/class.hpp"
namespace MWClass
{
class Weapon : public MWWorld::Class
{
public:
virtual void insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const;
///< Add reference into a cell for rendering
virtual void insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics, MWWorld::Environment& environment) const;
virtual std::string getName (const MWWorld::Ptr& ptr) const;
///< \return name (the one that is to be presented to the user; not the internal one);
/// can return an empty string.
virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const;
///< Generate action for activation
virtual bool hasItemHealth (const MWWorld::Ptr& ptr) const;
///< \return Item health data available?
virtual int getItemMaxHealth (const MWWorld::Ptr& ptr) const;
///< Return item max health or throw an exception, if class does not have item health
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const MWWorld::Ptr& ptr) const;
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
virtual int getEuqipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const;
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.
static void registerSelf();
};
}
#endif