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172 lines
7.6 KiB
C++
172 lines
7.6 KiB
C++
#ifndef GAME_MWCLASS_NPC_H
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#define GAME_MWCLASS_NPC_H
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#include "actor.hpp"
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namespace ESM
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{
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struct GameSetting;
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}
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namespace MWClass
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{
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class Npc : public Actor
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{
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void ensureCustomData (const MWWorld::Ptr& ptr) const;
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virtual MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const;
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struct GMST
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{
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const ESM::GameSetting *fMinWalkSpeed;
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const ESM::GameSetting *fMaxWalkSpeed;
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const ESM::GameSetting *fEncumberedMoveEffect;
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const ESM::GameSetting *fSneakSpeedMultiplier;
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const ESM::GameSetting *fAthleticsRunBonus;
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const ESM::GameSetting *fBaseRunMultiplier;
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const ESM::GameSetting *fMinFlySpeed;
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const ESM::GameSetting *fMaxFlySpeed;
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const ESM::GameSetting *fSwimRunBase;
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const ESM::GameSetting *fSwimRunAthleticsMult;
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const ESM::GameSetting *fJumpEncumbranceBase;
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const ESM::GameSetting *fJumpEncumbranceMultiplier;
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const ESM::GameSetting *fJumpAcrobaticsBase;
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const ESM::GameSetting *fJumpAcroMultiplier;
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const ESM::GameSetting *fJumpRunMultiplier;
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const ESM::GameSetting *fWereWolfRunMult;
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const ESM::GameSetting *fKnockDownMult;
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const ESM::GameSetting *iKnockDownOddsMult;
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const ESM::GameSetting *iKnockDownOddsBase;
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const ESM::GameSetting *fCombatArmorMinMult;
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};
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static const GMST& getGmst();
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public:
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virtual void insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const;
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///< Add reference into a cell for rendering
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virtual std::string getName (const MWWorld::ConstPtr& ptr) const;
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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 MWWorld::Ptr& ptr) const;
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///< Return creature stats
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virtual MWMechanics::NpcStats& getNpcStats (const MWWorld::Ptr& ptr) const;
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///< Return NPC stats
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virtual MWWorld::ContainerStore& getContainerStore (const MWWorld::Ptr& ptr) const;
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///< Return container store
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virtual bool hasToolTip(const MWWorld::ConstPtr& 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 MWWorld::ConstPtr& ptr, int count) 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 MWWorld::InventoryStore& getInventoryStore (const MWWorld::Ptr& ptr) const;
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///< Return inventory store
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virtual bool hasInventoryStore(const MWWorld::Ptr &ptr) const { return true; }
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virtual void hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const;
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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;
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virtual void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const;
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///< Get a list of models to preload that this object may use (directly or indirectly). default implementation: list getModel().
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virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
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const MWWorld::Ptr& actor) const;
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///< Generate action for activation
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virtual std::string getScript (const MWWorld::ConstPtr& ptr) const;
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///< Return name of the script attached to ptr
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virtual float getSpeed (const MWWorld::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 MWWorld::Ptr& ptr) const;
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///< Return desired movement.
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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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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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virtual float getArmorRating (const MWWorld::Ptr& ptr) const;
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///< @return combined armor rating of this actor
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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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virtual void adjustScale (const MWWorld::ConstPtr &ptr, osg::Vec3f &scale, bool rendering) const;
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/// @param rendering Indicates if the scale to adjust is for the rendering mesh, or for the collision mesh
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virtual void skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType, float extraFactor=1.f) const;
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///< Inform actor \a ptr that a skill use has succeeded.
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virtual bool isEssential (const MWWorld::ConstPtr& ptr) const;
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///< Is \a ptr essential? (i.e. may losing \a ptr make the game unwinnable)
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virtual int getServices (const MWWorld::ConstPtr& actor) const;
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virtual bool isPersistent (const MWWorld::ConstPtr& ptr) const;
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virtual std::string getSoundIdFromSndGen(const MWWorld::Ptr &ptr, const std::string &name) const;
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static void registerSelf();
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virtual std::string getModel(const MWWorld::ConstPtr &ptr) const;
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virtual int getSkill(const MWWorld::Ptr& ptr, int skill) const;
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/// Get a blood texture suitable for \a ptr (see Blood Texture 0-2 in Morrowind.ini)
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virtual int getBloodTexture (const MWWorld::ConstPtr& ptr) const;
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virtual bool isNpc() const {
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return true;
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}
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virtual void readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state)
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const;
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///< Read additional state from \a state into \a ptr.
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virtual void writeAdditionalState (const MWWorld::ConstPtr& ptr, ESM::ObjectState& state)
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const;
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///< Write additional state from \a ptr into \a state.
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virtual int getBaseGold(const MWWorld::ConstPtr& ptr) const;
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virtual bool isClass(const MWWorld::ConstPtr& ptr, const std::string &className) const;
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virtual bool canSwim (const MWWorld::ConstPtr &ptr) const;
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virtual bool canWalk (const MWWorld::ConstPtr &ptr) const;
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virtual bool isBipedal (const MWWorld::ConstPtr &ptr) const;
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virtual void respawn (const MWWorld::Ptr& ptr) const;
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virtual void restock (const MWWorld::Ptr& ptr) const;
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virtual int getBaseFightRating (const MWWorld::ConstPtr& ptr) const;
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virtual std::string getPrimaryFaction(const MWWorld::ConstPtr &ptr) const;
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virtual int getPrimaryFactionRank(const MWWorld::ConstPtr &ptr) const;
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};
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}
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#endif
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