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

137 lines
6.0 KiB
C++

#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 boost::shared_ptr<MWWorld::Action> 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<std::string>& 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