#ifndef GAME_MWCLASS_NPC_H #define GAME_MWCLASS_NPC_H #include "actor.hpp" namespace ESM { struct GameSetting; } namespace MWClass { class Npc : public Actor { void ensureCustomData (const MWWorld::Ptr& ptr) const; virtual MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const; struct GMST { const ESM::GameSetting *fMinWalkSpeed; const ESM::GameSetting *fMaxWalkSpeed; 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 *fJumpEncumbranceBase; const ESM::GameSetting *fJumpEncumbranceMultiplier; const ESM::GameSetting *fJumpAcrobaticsBase; const ESM::GameSetting *fJumpAcroMultiplier; const ESM::GameSetting *fJumpRunMultiplier; const ESM::GameSetting *fWereWolfRunMult; const ESM::GameSetting *fKnockDownMult; const ESM::GameSetting *iKnockDownOddsMult; const ESM::GameSetting *iKnockDownOddsBase; const ESM::GameSetting *fCombatArmorMinMult; }; static const GMST& getGmst(); public: virtual void insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const; ///< Add reference into a cell for rendering virtual std::string getName (const MWWorld::ConstPtr& ptr) const; ///< \return name (the one that is to be presented to the user; not the internal one); /// can return an empty string. virtual MWMechanics::CreatureStats& getCreatureStats (const MWWorld::Ptr& ptr) const; ///< Return creature stats virtual MWMechanics::NpcStats& getNpcStats (const MWWorld::Ptr& ptr) const; ///< Return NPC stats virtual MWWorld::ContainerStore& getContainerStore (const MWWorld::Ptr& ptr) const; ///< Return container store virtual bool hasToolTip(const MWWorld::ConstPtr& ptr) const; ///< @return true if this object has a tooltip when focused (default implementation: false) virtual MWGui::ToolTipInfo getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const; ///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip. virtual MWWorld::InventoryStore& getInventoryStore (const MWWorld::Ptr& ptr) const; ///< Return inventory store virtual bool hasInventoryStore(const MWWorld::Ptr &ptr) const { return true; } virtual void hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const; 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) const; virtual void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector& models) const; ///< Get a list of models to preload that this object may use (directly or indirectly). default implementation: list getModel(). virtual std::shared_ptr activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const; ///< Generate action for activation virtual std::string getScript (const MWWorld::ConstPtr& ptr) const; ///< Return name of the script attached to ptr virtual float getSpeed (const MWWorld::Ptr& ptr) const; ///< Return movement speed. virtual float getJump(const MWWorld::Ptr &ptr) const; ///< Return jump velocity (not accounting for movement) virtual MWMechanics::Movement& getMovementSettings (const MWWorld::Ptr& ptr) const; ///< Return desired movement. virtual float getCapacity (const MWWorld::Ptr& ptr) const; ///< Return total weight that fits into the object. Throws an exception, if the object can't /// hold other objects. virtual float getEncumbrance (const MWWorld::Ptr& ptr) const; ///< Returns total weight of objects inside this object (including modifications from magic /// effects). Throws an exception, if the object can't hold other objects. virtual float getArmorRating (const MWWorld::Ptr& ptr) const; ///< @return combined armor rating of this actor virtual bool apply (const MWWorld::Ptr& ptr, const std::string& id, const MWWorld::Ptr& actor) const; ///< Apply \a id on \a ptr. /// \param actor Actor that is resposible for the ID being applied to \a ptr. /// \return Any effect? virtual void adjustScale (const MWWorld::ConstPtr &ptr, osg::Vec3f &scale, bool rendering) const; /// @param rendering Indicates if the scale to adjust is for the rendering mesh, or for the collision mesh virtual void skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType, float extraFactor=1.f) const; ///< Inform actor \a ptr that a skill use has succeeded. virtual bool isEssential (const MWWorld::ConstPtr& ptr) const; ///< Is \a ptr essential? (i.e. may losing \a ptr make the game unwinnable) virtual int getServices (const MWWorld::ConstPtr& actor) const; virtual bool isPersistent (const MWWorld::ConstPtr& ptr) const; virtual std::string getSoundIdFromSndGen(const MWWorld::Ptr &ptr, const std::string &name) const; static void registerSelf(); virtual std::string getModel(const MWWorld::ConstPtr &ptr) const; virtual int getSkill(const MWWorld::Ptr& ptr, int skill) const; /// Get a blood texture suitable for \a ptr (see Blood Texture 0-2 in Morrowind.ini) virtual int getBloodTexture (const MWWorld::ConstPtr& ptr) const; virtual bool isNpc() const { return true; } virtual void readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const; ///< Read additional state from \a state into \a ptr. virtual void writeAdditionalState (const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const; ///< Write additional state from \a ptr into \a state. virtual int getBaseGold(const MWWorld::ConstPtr& ptr) const; virtual bool isClass(const MWWorld::ConstPtr& ptr, const std::string &className) const; virtual bool canSwim (const MWWorld::ConstPtr &ptr) const; virtual bool canWalk (const MWWorld::ConstPtr &ptr) const; virtual bool isBipedal (const MWWorld::ConstPtr &ptr) const; virtual void respawn (const MWWorld::Ptr& ptr) const; virtual void restock (const MWWorld::Ptr& ptr) const; virtual int getBaseFightRating (const MWWorld::ConstPtr& ptr) const; virtual std::string getPrimaryFaction(const MWWorld::ConstPtr &ptr) const; virtual int getPrimaryFactionRank(const MWWorld::ConstPtr &ptr) const; }; } #endif