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openmw-tes3mp/apps/openmw/mwclass/creature.hpp

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#ifndef GAME_MWCLASS_CREATURE_H
#define GAME_MWCLASS_CREATURE_H
#include "actor.hpp"
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namespace ESM
{
struct GameSetting;
}
namespace MWClass
{
class Creature : public Actor
{
void ensureCustomData (const MWWorld::Ptr& ptr) const;
MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const override;
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static int getSndGenTypeFromName(const MWWorld::Ptr &ptr, const std::string &name);
// cached GMSTs
struct GMST
{
const ESM::GameSetting *fMinWalkSpeedCreature;
const ESM::GameSetting *fMaxWalkSpeedCreature;
const ESM::GameSetting *fEncumberedMoveEffect;
const ESM::GameSetting *fSneakSpeedMultiplier;
const ESM::GameSetting *fAthleticsRunBonus;
const ESM::GameSetting *fBaseRunMultiplier;
const ESM::GameSetting *fMinFlySpeed;
const ESM::GameSetting *fMaxFlySpeed;
const ESM::GameSetting *fSwimRunBase;
const ESM::GameSetting *fSwimRunAthleticsMult;
const ESM::GameSetting *fKnockDownMult;
const ESM::GameSetting *iKnockDownOddsMult;
const ESM::GameSetting *iKnockDownOddsBase;
};
static const GMST& getGmst();
public:
void insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const override;
///< Add reference into a cell for rendering
std::string getName (const MWWorld::ConstPtr& ptr) const override;
///< \return name or ID; can return an empty string.
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bool hasToolTip(const MWWorld::ConstPtr& ptr) const override;
///< @return true if this object has a tooltip when focused (default implementation: true)
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MWGui::ToolTipInfo getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const override;
///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
MWMechanics::CreatureStats& getCreatureStats (const MWWorld::Ptr& ptr) const override;
///< Return creature stats
void hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const override;
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void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const override;
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std::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const override;
///< Generate action for activation
MWWorld::ContainerStore& getContainerStore (
const MWWorld::Ptr& ptr) const override;
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///< Return container store
MWWorld::InventoryStore& getInventoryStore (const MWWorld::Ptr& ptr) const override;
///< Return inventory store
bool hasInventoryStore (const MWWorld::Ptr &ptr) const override;
/*
Start of tes3mp addition
Make it possible to check whether a class has a container store
*/
virtual bool hasContainerStore(const MWWorld::Ptr &ptr) const { return true; }
/*
End of tes3mp addition
*/
std::string getScript (const MWWorld::ConstPtr& ptr) const override;
///< Return name of the script attached to ptr
float getCapacity (const MWWorld::Ptr& ptr) const override;
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///< Return total weight that fits into the object. Throws an exception, if the object can't
/// hold other objects.
float getArmorRating (const MWWorld::Ptr& ptr) const override;
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///< @return combined armor rating of this actor
bool isEssential (const MWWorld::ConstPtr& ptr) const override;
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///< Is \a ptr essential? (i.e. may losing \a ptr make the game unwinnable)
int getServices (const MWWorld::ConstPtr& actor) const override;
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bool isPersistent (const MWWorld::ConstPtr& ptr) const override;
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std::string getSoundIdFromSndGen(const MWWorld::Ptr &ptr, const std::string &name) const override;
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MWMechanics::Movement& getMovementSettings (const MWWorld::Ptr& ptr) const override;
///< Return desired movement.
float getMaxSpeed (const MWWorld::Ptr& ptr) const override;
static void registerSelf();
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std::string getModel(const MWWorld::ConstPtr &ptr) const override;
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void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const override;
///< Get a list of models to preload that this object may use (directly or indirectly). default implementation: list getModel().
bool isBipedal (const MWWorld::ConstPtr &ptr) const override;
bool canFly (const MWWorld::ConstPtr &ptr) const override;
bool canSwim (const MWWorld::ConstPtr &ptr) const override;
bool canWalk (const MWWorld::ConstPtr &ptr) const override;
float getSkill(const MWWorld::Ptr &ptr, int skill) const override;
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/// Get a blood texture suitable for \a ptr (see Blood Texture 0-2 in Morrowind.ini)
int getBloodTexture (const MWWorld::ConstPtr& ptr) const override;
void readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const override;
///< Read additional state from \a state into \a ptr.
void writeAdditionalState (const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const override;
///< Write additional state from \a ptr into \a state.
int getBaseGold(const MWWorld::ConstPtr& ptr) const override;
void respawn (const MWWorld::Ptr& ptr) const override;
int getBaseFightRating(const MWWorld::ConstPtr &ptr) const override;
void adjustScale(const MWWorld::ConstPtr& ptr, osg::Vec3f& scale, bool rendering) const override;
/// @param rendering Indicates if the scale to adjust is for the rendering mesh, or for the collision mesh
void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const override;
void modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const override;
float getWalkSpeed(const MWWorld::Ptr& ptr) const override;
float getRunSpeed(const MWWorld::Ptr& ptr) const override;
float getSwimSpeed(const MWWorld::Ptr& ptr) const override;
};
}
#endif