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# ifndef GAME_MWWORLD_CLASS_H
# define GAME_MWWORLD_CLASS_H
# include <map>
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# include <memory>
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# include <string>
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# include <vector>
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# include <osg/Vec4f>
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# include "ptr.hpp"
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# include "doorstate.hpp"
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# include "../mwmechanics/creaturestats.hpp"
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namespace ESM
{
struct ObjectState ;
}
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namespace MWRender
{
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class RenderingInterface ;
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}
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namespace MWPhysics
{
class PhysicsSystem ;
}
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namespace MWMechanics
{
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class NpcStats ;
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struct Movement ;
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}
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namespace MWGui
{
struct ToolTipInfo ;
}
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namespace ESM
{
struct Position ;
}
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namespace MWWorld
{
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class ContainerStore ;
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class InventoryStore ;
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class CellStore ;
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class Action ;
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/// \brief Base class for referenceable esm records
class Class
{
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static std : : map < std : : string , std : : shared_ptr < Class > > sClasses ;
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std : : string mTypeName ;
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// not implemented
Class ( const Class & ) ;
Class & operator = ( const Class & ) ;
protected :
Class ( ) ;
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std : : shared_ptr < Action > defaultItemActivate ( const Ptr & ptr , const Ptr & actor ) const ;
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///< Generate default action for activating inventory items
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virtual Ptr copyToCellImpl ( const ConstPtr & ptr , CellStore & cell ) const ;
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public :
virtual ~ Class ( ) ;
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const std : : string & getTypeName ( ) const {
return mTypeName ;
}
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virtual void insertObjectRendering ( const Ptr & ptr , const std : : string & mesh , MWRender : : RenderingInterface & renderingInterface ) const ;
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virtual void insertObject ( const Ptr & ptr , const std : : string & mesh , MWPhysics : : PhysicsSystem & physics ) const ;
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///< Add reference into a cell for rendering (default implementation: don't render anything).
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virtual std : : string getName ( const ConstPtr & ptr ) const = 0 ;
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///< \return name or ID; can return an empty string.
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virtual void adjustPosition ( const MWWorld : : Ptr & ptr , bool force ) const ;
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///< Adjust position to stand on ground. Must be called post model load
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/// @param force do this even if the ptr is flying
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virtual MWMechanics : : CreatureStats & getCreatureStats ( const Ptr & ptr ) const ;
///< Return creature stats or throw an exception, if class does not have creature stats
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/// (default implementation: throw an exception)
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virtual bool hasToolTip ( const ConstPtr & ptr ) const ;
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///< @return true if this object has a tooltip when focused (default implementation: true)
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virtual MWGui : : ToolTipInfo getToolTipInfo ( const ConstPtr & ptr , int count ) const ;
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///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
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virtual bool showsInInventory ( const ConstPtr & ptr ) const ;
///< Return whether ptr shows in inventory views.
/// Hidden items are not displayed and cannot be (re)moved by the user.
/// \return True if shown, false if hidden.
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virtual MWMechanics : : NpcStats & getNpcStats ( const Ptr & ptr ) const ;
///< Return NPC stats or throw an exception, if class does not have NPC stats
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/// (default implementation: throw an exception)
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virtual bool hasItemHealth ( const ConstPtr & ptr ) const ;
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///< \return Item health data available? (default implementation: false)
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virtual int getItemHealth ( const ConstPtr & ptr ) const ;
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///< Return current item health or throw an exception if class does not have item health
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virtual float getItemNormalizedHealth ( const ConstPtr & ptr ) const ;
///< Return current item health re-scaled to maximum health
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virtual int getItemMaxHealth ( const ConstPtr & ptr ) const ;
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///< Return item max health or throw an exception, if class does not have item health
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/// (default implementation: throw an exception)
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virtual bool hit ( const Ptr & ptr , float attackStrength , int type , bool simulated = false ) const ;
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///< Execute a melee hit, using the current weapon. This will check the relevant skills
/// of the given attacker, and whoever is hit.
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/// \param attackStrength how long the attack was charged for, a value in 0-1 range.
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/// \param type - type of attack, one of the MWMechanics::CreatureStats::AttackType
/// enums. ignored for creature attacks.
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/// \param simulated - If true, this function will only check if a hit would be made, and have no side effects. This parameter has no effect for Creature classes.
/// @return True if the attack had a victim, regardless if hit was successful or not.
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/// (default implementation: throw an exception)
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virtual void onHit ( const MWWorld : : Ptr & ptr , float damage , bool ishealth , const MWWorld : : Ptr & object , const MWWorld : : Ptr & attacker , const osg : : Vec3f & hitPosition , bool successful , float hitStrength = 0.f ) const ;
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///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is
/// true (else fatigue) by \a object (sword, arrow, etc). \a attacker specifies the
/// actor responsible for the attack, and \a successful specifies if the hit is
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/// successful or not. \a hitStrength is the fraction of max attack strength applied, and is
/// used to determine haptic feedback intensity.
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virtual void block ( const Ptr & ptr ) const ;
///< Play the appropriate sound for a blocked attack, depending on the currently equipped shield
/// (default implementation: throw an exception)
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virtual std : : shared_ptr < Action > activate ( const Ptr & ptr , const Ptr & actor ) const ;
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///< Generate action for activation (default implementation: return a null action).
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virtual std : : shared_ptr < Action > use ( const Ptr & ptr , bool force = false )
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const ;
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///< Generate action for using via inventory menu (default implementation: return a
/// null action).
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virtual ContainerStore & getContainerStore ( const Ptr & ptr ) const ;
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///< Return container store or throw an exception, if class does not have a
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/// container store (default implementation: throw an exception)
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virtual InventoryStore & getInventoryStore ( const Ptr & ptr ) const ;
///< Return inventory store or throw an exception, if class does not have a
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/// inventory store (default implementation: throw an exception)
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virtual bool hasInventoryStore ( const Ptr & ptr ) const ;
///< Does this object have an inventory store, i.e. equipment slots? (default implementation: false)
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virtual bool canLock ( const ConstPtr & ptr ) const ;
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virtual void setRemainingUsageTime ( const Ptr & ptr , float duration ) const ;
///< Sets the remaining duration of the object, such as an equippable light
/// source. (default implementation: throw an exception)
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virtual float getRemainingUsageTime ( const ConstPtr & ptr ) const ;
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///< Returns the remaining duration of the object, such as an equippable light
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/// source. (default implementation: -1, i.e. infinite)
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virtual std : : string getScript ( const ConstPtr & ptr ) const ;
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///< Return name of the script attached to ptr (default implementation: return an empty
/// string).
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virtual float getWalkSpeed ( const Ptr & ptr ) const ;
virtual float getRunSpeed ( const Ptr & ptr ) const ;
virtual float getSwimSpeed ( const Ptr & ptr ) const ;
/// Return maximal movement speed for the current state.
virtual float getMaxSpeed ( const Ptr & ptr ) const ;
/// Return current movement speed.
virtual float getCurrentSpeed ( const Ptr & ptr ) const ;
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virtual float getJump ( const MWWorld : : Ptr & ptr ) const ;
///< Return jump velocity (not accounting for movement)
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virtual MWMechanics : : Movement & getMovementSettings ( const Ptr & ptr ) const ;
///< Return desired movement.
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virtual osg : : Vec3f getRotationVector ( const Ptr & ptr ) const ;
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///< Return desired rotations, as euler angles. Sets getMovementSettings(ptr).mRotation to zero.
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virtual std : : pair < std : : vector < int > , bool > getEquipmentSlots ( const ConstPtr & ptr ) const ;
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///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
///
/// Default implementation: return (empty vector, false).
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virtual int getEquipmentSkill ( const ConstPtr & ptr )
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const ;
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/// Return the index of the skill this item corresponds to when equipped or -1, if there is
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/// no such skill.
/// (default implementation: return -1)
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virtual int getValue ( const ConstPtr & ptr ) const ;
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///< Return trade value of the object. Throws an exception, if the object can't be traded.
/// (default implementation: throws an exception)
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virtual float getCapacity ( const MWWorld : : Ptr & ptr ) const ;
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///< Return total weight that fits into the object. Throws an exception, if the object can't
/// hold other objects.
/// (default implementation: throws an exception)
virtual float getEncumbrance ( const MWWorld : : Ptr & ptr ) const ;
///< Returns total weight of objects inside this object (including modifications from magic
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/// effects). Throws an exception, if the object can't hold other objects.
/// (default implementation: throws an exception)
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virtual float getNormalizedEncumbrance ( const MWWorld : : Ptr & ptr ) const ;
///< Returns encumbrance re-scaled to capacity
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virtual bool apply ( const MWWorld : : Ptr & ptr , const std : : string & id ,
const MWWorld : : Ptr & actor ) const ;
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///< Apply \a id on \a ptr.
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/// \param actor Actor that is resposible for the ID being applied to \a ptr.
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/// \return Any effect?
///
/// (default implementation: ignore and return false)
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virtual void skillUsageSucceeded ( const MWWorld : : Ptr & ptr , int skill , int usageType , float extraFactor = 1.f ) const ;
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///< Inform actor \a ptr that a skill use has succeeded.
///
/// (default implementations: throws an exception)
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virtual bool isEssential ( const MWWorld : : ConstPtr & ptr ) const ;
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///< Is \a ptr essential? (i.e. may losing \a ptr make the game unwinnable)
///
/// (default implementation: return false)
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virtual std : : string getUpSoundId ( const ConstPtr & ptr ) const ;
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///< Return the up sound ID of \a ptr or throw an exception, if class does not support ID retrieval
/// (default implementation: throw an exception)
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virtual std : : string getDownSoundId ( const ConstPtr & ptr ) const ;
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///< Return the down sound ID of \a ptr or throw an exception, if class does not support ID retrieval
/// (default implementation: throw an exception)
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virtual std : : string getSoundIdFromSndGen ( const Ptr & ptr , const std : : string & type ) const ;
///< Returns the sound ID for \a ptr of the given soundgen \a type.
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virtual float getArmorRating ( const MWWorld : : Ptr & ptr ) const ;
///< @return combined armor rating of this actor
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virtual std : : string getInventoryIcon ( const MWWorld : : ConstPtr & ptr ) const ;
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///< Return name of inventory icon.
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virtual std : : string getEnchantment ( const MWWorld : : ConstPtr & ptr ) const ;
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///< @return the enchantment ID if the object is enchanted, otherwise an empty string
/// (default implementation: return empty string)
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virtual int getEnchantmentPoints ( const MWWorld : : ConstPtr & ptr ) const ;
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///< @return the number of enchantment points available for possible enchanting
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virtual void adjustScale ( const MWWorld : : ConstPtr & ptr , osg : : Vec3f & scale , bool rendering ) const ;
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/// @param rendering Indicates if the scale to adjust is for the rendering mesh, or for the collision mesh
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virtual bool canSell ( const MWWorld : : ConstPtr & item , int npcServices ) const ;
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///< Determine whether or not \a item can be sold to an npc with the given \a npcServices
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virtual int getServices ( const MWWorld : : ConstPtr & actor ) const ;
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virtual std : : string getModel ( const MWWorld : : ConstPtr & ptr ) const ;
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virtual bool useAnim ( ) const ;
///< Whether or not to use animated variant of model (default false)
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virtual void getModelsToPreload ( const MWWorld : : Ptr & ptr , std : : vector < std : : string > & models ) const ;
///< Get a list of models to preload that this object may use (directly or indirectly). default implementation: list getModel().
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virtual std : : string applyEnchantment ( const MWWorld : : ConstPtr & ptr , const std : : string & enchId , int enchCharge , const std : : string & newName ) const ;
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///< Creates a new record using \a ptr as template, with the given name and the given enchantment applied to it.
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virtual std : : pair < int , std : : string > canBeEquipped ( const MWWorld : : ConstPtr & ptr , const MWWorld : : Ptr & npc ) const ;
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///< Return 0 if player cannot equip item. 1 if can equip. 2 if it's twohanded weapon. 3 if twohanded weapon conflicts with that.
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/// Second item in the pair specifies the error message
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virtual float getWeight ( const MWWorld : : ConstPtr & ptr ) const ;
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virtual bool isPersistent ( const MWWorld : : ConstPtr & ptr ) const ;
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virtual bool isKey ( const MWWorld : : ConstPtr & ptr ) const { return false ; }
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virtual bool isGold ( const MWWorld : : ConstPtr & ptr ) const { return false ; }
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virtual bool allowTelekinesis ( const MWWorld : : ConstPtr & ptr ) const { return true ; }
///< Return whether this class of object can be activated with telekinesis
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/// Get a blood texture suitable for \a ptr (see Blood Texture 0-2 in Morrowind.ini)
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virtual int getBloodTexture ( const MWWorld : : ConstPtr & ptr ) const ;
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virtual Ptr copyToCell ( const ConstPtr & ptr , CellStore & cell , int count ) const ;
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virtual Ptr copyToCell ( const ConstPtr & ptr , CellStore & cell , const ESM : : Position & pos , int count ) const ;
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virtual bool isActivator ( ) const {
return false ;
}
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virtual bool isActor ( ) const {
return false ;
}
virtual bool isNpc ( ) const {
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return false ;
}
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virtual bool isDoor ( ) const {
return false ;
}
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virtual bool isBipedal ( const MWWorld : : ConstPtr & ptr ) const ;
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virtual bool canFly ( const MWWorld : : ConstPtr & ptr ) const ;
virtual bool canSwim ( const MWWorld : : ConstPtr & ptr ) const ;
virtual bool canWalk ( const MWWorld : : ConstPtr & ptr ) const ;
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bool isPureWaterCreature ( const MWWorld : : ConstPtr & ptr ) const ;
bool isPureFlyingCreature ( const MWWorld : : ConstPtr & ptr ) const ;
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bool isPureLandCreature ( const MWWorld : : Ptr & ptr ) const ;
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bool isMobile ( const MWWorld : : Ptr & ptr ) const ;
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virtual float getSkill ( const MWWorld : : Ptr & ptr , int skill ) const ;
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virtual void readAdditionalState ( const MWWorld : : Ptr & ptr , const ESM : : ObjectState & state )
const ;
///< Read additional state from \a state into \a ptr.
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virtual void writeAdditionalState ( const MWWorld : : ConstPtr & ptr , ESM : : ObjectState & state )
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const ;
///< Write additional state from \a ptr into \a state.
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static const Class & get ( const std : : string & key ) ;
///< If there is no class for this \a key, an exception is thrown.
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static void registerClass ( const std : : string & key , std : : shared_ptr < Class > instance ) ;
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virtual int getBaseGold ( const MWWorld : : ConstPtr & ptr ) const ;
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virtual bool isClass ( const MWWorld : : ConstPtr & ptr , const std : : string & className ) const ;
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virtual DoorState getDoorState ( const MWWorld : : ConstPtr & ptr ) const ;
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/// This does not actually cause the door to move. Use World::activateDoor instead.
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virtual void setDoorState ( const MWWorld : : Ptr & ptr , DoorState state ) const ;
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virtual void respawn ( const MWWorld : : Ptr & ptr ) const { }
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/// Returns sound id
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virtual std : : string getSound ( const MWWorld : : ConstPtr & ptr ) const ;
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virtual int getBaseFightRating ( const MWWorld : : ConstPtr & ptr ) const ;
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virtual std : : string getPrimaryFaction ( const MWWorld : : ConstPtr & ptr ) const ;
virtual int getPrimaryFactionRank ( const MWWorld : : ConstPtr & ptr ) const ;
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/// Get the effective armor rating, factoring in the actor's skills, for the given armor.
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virtual float getEffectiveArmorRating ( const MWWorld : : ConstPtr & armor , const MWWorld : : Ptr & actor ) const ;
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virtual osg : : Vec4f getEnchantmentColor ( const MWWorld : : ConstPtr & item ) const ;
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virtual void setBaseAISetting ( const std : : string & id , MWMechanics : : CreatureStats : : AiSetting setting , int value ) const ;
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virtual void modifyBaseInventory ( const std : : string & actorId , const std : : string & itemId , int amount ) const ;
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} ;
}
# endif