#ifndef GAME_MWCLASS_CREATURE_H #define GAME_MWCLASS_CREATURE_H #include "actor.hpp" namespace ESM { struct GameSetting; } namespace MWClass { class Creature : public Actor { void ensureCustomData (const MWWorld::Ptr& ptr) const; virtual MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const; 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: 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 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 MWMechanics::CreatureStats& getCreatureStats (const MWWorld::Ptr& ptr) const; ///< Return creature stats 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 std::shared_ptr activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const; ///< Generate action for activation virtual MWWorld::ContainerStore& getContainerStore ( const MWWorld::Ptr& ptr) const; ///< Return container store virtual MWWorld::InventoryStore& getInventoryStore (const MWWorld::Ptr& ptr) const; ///< Return inventory store virtual bool hasInventoryStore (const MWWorld::Ptr &ptr) const; virtual std::string getScript (const MWWorld::ConstPtr& ptr) const; ///< Return name of the script attached to ptr 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 getArmorRating (const MWWorld::Ptr& ptr) const; ///< @return combined armor rating of this actor 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; virtual MWMechanics::Movement& getMovementSettings (const MWWorld::Ptr& ptr) const; ///< Return desired movement. float getSpeed (const MWWorld::Ptr& ptr) const; static void registerSelf(); virtual std::string getModel(const MWWorld::ConstPtr &ptr) 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 bool isBipedal (const MWWorld::ConstPtr &ptr) const; virtual bool canFly (const MWWorld::ConstPtr &ptr) const; virtual bool canSwim (const MWWorld::ConstPtr &ptr) const; virtual bool canWalk (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 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 void respawn (const MWWorld::Ptr& ptr) const; virtual void restock (const MWWorld::Ptr &ptr) const; virtual int getBaseFightRating(const MWWorld::ConstPtr &ptr) const; 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 }; } #endif