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#ifndef GAME_MWWORLD_CLASS_H
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#define GAME_MWWORLD_CLASS_H
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#include <map>
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#include <string>
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#include <vector>
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#include <boost/shared_ptr.hpp>
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#include "action.hpp"
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namespace Ogre
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{
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class Vector3;
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}
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namespace MWRender
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{
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class RenderingInterface;
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}
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namespace MWMechanics
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{
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class CreatureStats;
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class NpcStats;
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struct Movement;
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}
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namespace MWGui
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{
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struct ToolTipInfo;
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}
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namespace ESM
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{
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struct Position;
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}
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namespace MWWorld
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{
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class Ptr;
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class ContainerStore;
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class InventoryStore;
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class PhysicsSystem;
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class CellStore;
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/// \brief Base class for referenceable esm records
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class Class
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{
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static std::map<std::string, boost::shared_ptr<Class> > sClasses;
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// not implemented
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Class (const Class&);
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Class& operator= (const Class&);
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protected:
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Class();
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virtual Ptr copyToCellImpl(const Ptr &ptr, CellStore &cell) const;
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public:
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/// NPC-stances.
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enum Stance
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{
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Run, Sneak, Combat
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};
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virtual ~Class();
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virtual std::string getId (const Ptr& ptr) const;
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///< Return ID of \a ptr or throw an exception, if class does not support ID retrieval
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/// (default implementation: throw an exception)
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virtual void insertObjectRendering (const Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const;
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virtual void insertObject(const Ptr& ptr, MWWorld::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 Ptr& ptr) const = 0;
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///< \return name (the one that is to be presented to the user; not the internal one);
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/// can return an empty string.
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virtual MWMechanics::CreatureStats& getCreatureStats (const Ptr& ptr) const;
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///< Return creature stats or throw an exception, if class does not have creature stats
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/// (default implementation: throw an exceoption)
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virtual bool hasToolTip (const Ptr& ptr) const;
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///< @return true if this object has a tooltip when focused (default implementation: false)
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virtual MWGui::ToolTipInfo getToolTipInfo (const Ptr& ptr) 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 MWMechanics::NpcStats& getNpcStats (const Ptr& ptr) const;
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///< Return NPC stats or throw an exception, if class does not have NPC stats
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/// (default implementation: throw an exceoption)
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virtual bool hasItemHealth (const Ptr& ptr) const;
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///< \return Item health data available? (default implementation: false)
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virtual int getItemMaxHealth (const Ptr& 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 exceoption)
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virtual boost::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 boost::shared_ptr<Action> use (const Ptr& ptr)
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const;
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///< Generate action for using via inventory menu (default implementation: return a
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/// 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 exceoption)
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virtual InventoryStore& getInventoryStore (const Ptr& ptr) const;
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///< Return inventory store or throw an exception, if class does not have a
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/// inventory store (default implementation: throw an exceoption)
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virtual void lock (const Ptr& ptr, int lockLevel) const;
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///< Lock object (default implementation: throw an exception)
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virtual void unlock (const Ptr& ptr) const;
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///< Unlock object (default implementation: throw an exception)
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virtual std::string getScript (const Ptr& ptr) const;
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///< Return name of the script attached to ptr (default implementation: return an empty
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/// string).
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virtual void setForceStance (const Ptr& ptr, Stance stance, bool force) const;
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///< Force or unforce a stance.
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virtual void setStance (const Ptr& ptr, Stance stance, bool set) const;
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///< Set or unset a stance.
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virtual bool getStance (const Ptr& ptr, Stance stance, bool ignoreForce = false) const;
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///< Check if a stance is active or not.
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virtual float getSpeed (const Ptr& ptr) const;
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///< Return movement speed.
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virtual float getJump(const MWWorld::Ptr &ptr) const;
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///< Return jump velocity (not accounting for movement)
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virtual MWMechanics::Movement& getMovementSettings (const Ptr& ptr) const;
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///< Return desired movement.
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virtual Ogre::Vector3 getMovementVector (const Ptr& ptr) const;
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///< Return desired movement vector (determined based on movement settings,
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/// stance and stats).
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virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const Ptr& ptr) const;
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///< \return first: Return IDs of the slot this object can be equipped in; second: can object
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/// stay stacked when equipped?
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///
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/// Default implementation: return (empty vector, false).
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virtual int getEquipmentSkill (const Ptr& ptr)
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const;
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/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
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/// no such skill.
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/// (default implementation: return -1)
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virtual int getValue (const Ptr& ptr) const;
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///< Return trade value of the object. Throws an exception, if the object can't be traded.
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/// (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
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/// hold other objects.
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/// (default implementation: throws an exception)
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virtual float getEncumbrance (const MWWorld::Ptr& ptr) const;
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///< 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.
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/// (default implementation: throws an exception)
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virtual bool apply (const MWWorld::Ptr& ptr, const std::string& id,
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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?
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///
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/// (default implementation: ignore and return false)
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virtual void skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType) const;
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///< Inform actor \a ptr that a skill use has succeeded.
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///
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/// (default implementations: throws an exception)
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virtual bool isEssential (const MWWorld::Ptr& ptr) const;
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///< Is \a ptr essential? (i.e. may losing \a ptr make the game unwinnable)
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///
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/// (default implementation: return false)
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virtual bool hasDetected (const MWWorld::Ptr& ptr, const MWWorld::Ptr& ptr2) const;
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///< Has \æ ptr detected \a ptr2?
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///
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/// (default implementation: return false)
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static const Class& get (const std::string& key);
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///< If there is no class for this \a key, an exception is thrown.
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static const Class& get (const Ptr& ptr);
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///< If there is no class for this pointer, an exception is thrown.
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static void registerClass (const std::string& key, boost::shared_ptr<Class> instance);
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virtual std::string getUpSoundId (const Ptr& 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
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/// (default implementation: throw an exception)
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virtual std::string getDownSoundId (const Ptr& 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
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/// (default implementation: throw an exception)
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virtual float getArmorRating (const MWWorld::Ptr& ptr) const;
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///< @return combined armor rating of this actor
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virtual std::string getInventoryIcon (const MWWorld::Ptr& ptr) const;
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///< Return name of inventory icon.
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virtual std::string getEnchantment (const MWWorld::Ptr& ptr) const;
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///< @return the enchantment ID if the object is enchanted, otherwise an empty string
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/// (default implementation: return empty string)
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virtual short getEnchantmentPoints (const MWWorld::Ptr& 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::Ptr& ptr,float& scale) const;
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virtual void adjustRotation(const MWWorld::Ptr& ptr,float& x,float& y,float& z) const;
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virtual std::string getModel(const MWWorld::Ptr &ptr) const;
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virtual std::string applyEnchantment(const MWWorld::Ptr &ptr, const std::string& enchId, int enchCharge, const std::string& newName) const;
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virtual Ptr
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copyToCell(const Ptr &ptr, CellStore &cell) const;
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virtual Ptr
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copyToCell(const Ptr &ptr, CellStore &cell, const ESM::Position &pos) const;
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virtual bool
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isActor() const {
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return false;
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}
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};
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}
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#endif
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