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382 lines
17 KiB
C++
382 lines
17 KiB
C++
#ifndef GAME_MWWORLD_CLASS_H
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#define GAME_MWWORLD_CLASS_H
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#include <map>
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#include <memory>
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#include <string>
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#include <vector>
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#include "ptr.hpp"
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namespace ESM
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{
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struct ObjectState;
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}
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namespace MWRender
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{
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class RenderingInterface;
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}
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namespace MWPhysics
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{
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class PhysicsSystem;
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}
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namespace MWMechanics
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{
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class CreatureStats;
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class NpcStats;
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struct Movement;
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}
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namespace MWGui
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{
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struct ToolTipInfo;
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}
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namespace ESM
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{
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struct Position;
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}
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namespace MWWorld
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{
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class ContainerStore;
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class InventoryStore;
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class CellStore;
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class Action;
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/// \brief Base class for referenceable esm records
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class Class
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{
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static std::map<std::string, std::shared_ptr<Class> > sClasses;
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std::string mTypeName;
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// not implemented
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Class (const Class&);
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Class& operator= (const Class&);
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protected:
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Class();
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std::shared_ptr<Action> defaultItemActivate(const Ptr &ptr, const Ptr &actor) const;
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///< Generate default action for activating inventory items
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virtual Ptr copyToCellImpl(const ConstPtr &ptr, CellStore &cell) const;
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public:
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virtual ~Class();
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const std::string& getTypeName() const {
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return mTypeName;
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}
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virtual void insertObjectRendering (const Ptr& ptr, const std::string& mesh, MWRender::RenderingInterface& renderingInterface) const;
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virtual void insertObject(const Ptr& ptr, const std::string& mesh, MWPhysics::PhysicsSystem& physics) const;
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///< Add reference into a cell for rendering (default implementation: don't render anything).
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virtual std::string getName (const ConstPtr& ptr) const = 0;
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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 void adjustPosition(const MWWorld::Ptr& ptr, bool force) const;
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///< Adjust position to stand on ground. Must be called post model load
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/// @param force do this even if the ptr is flying
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virtual MWMechanics::CreatureStats& getCreatureStats (const Ptr& ptr) const;
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///< Return creature stats or throw an exception, if class does not have creature stats
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/// (default implementation: throw an exception)
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virtual bool hasToolTip (const 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 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 bool showsInInventory (const ConstPtr& ptr) const;
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///< Return whether ptr shows in inventory views.
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/// Hidden items are not displayed and cannot be (re)moved by the user.
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/// \return True if shown, false if hidden.
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virtual MWMechanics::NpcStats& getNpcStats (const Ptr& ptr) const;
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///< Return NPC stats or throw an exception, if class does not have NPC stats
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/// (default implementation: throw an exception)
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virtual bool hasItemHealth (const ConstPtr& ptr) const;
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///< \return Item health data available? (default implementation: false)
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virtual int getItemHealth (const ConstPtr& ptr) const;
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///< Return current item health or throw an exception if class does not have item health
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virtual int getItemMaxHealth (const ConstPtr& ptr) const;
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///< Return item max health or throw an exception, if class does not have item health
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/// (default implementation: throw an exception)
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virtual void hit(const Ptr& ptr, float attackStrength, int type=-1) const;
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///< Execute a melee hit, using the current weapon. This will check the relevant skills
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/// of the given attacker, and whoever is hit.
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/// \param attackStrength how long the attack was charged for, a value in 0-1 range.
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/// \param type - type of attack, one of the MWMechanics::CreatureStats::AttackType
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/// enums. ignored for creature attacks.
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/// (default implementation: throw an exception)
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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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///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is
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/// true (else fatigue) by \a object (sword, arrow, etc). \a attacker specifies the
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/// actor responsible for the attack, and \a successful specifies if the hit is
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/// successful or not.
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virtual void block (const Ptr& ptr) const;
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///< Play the appropriate sound for a blocked attack, depending on the currently equipped shield
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/// (default implementation: throw an exception)
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virtual bool canBeActivated(const Ptr& ptr) const;
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///< \return Can the player activate this object?
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/// (default implementation: true if object's user-readable name is not empty, false otherwise)
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virtual std::shared_ptr<Action> activate (const Ptr& ptr, const Ptr& actor) const;
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///< Generate action for activation (default implementation: return a null action).
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virtual std::shared_ptr<Action> use (const Ptr& ptr, bool force=false)
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const;
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///< Generate action for using via inventory menu (default implementation: return a
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/// null action).
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virtual ContainerStore& getContainerStore (const Ptr& ptr) const;
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///< Return container store or throw an exception, if class does not have a
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/// container store (default implementation: throw an exception)
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virtual InventoryStore& getInventoryStore (const Ptr& ptr) const;
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///< Return inventory store or throw an exception, if class does not have a
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/// inventory store (default implementation: throw an exception)
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/*
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Start of tes3mp addition
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Make it possible to check whether a class has a container store
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*/
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virtual bool hasContainerStore(const Ptr& ptr) const;
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///< Does this object have a container store? (default implementation: false)
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/*
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End of tes3mp addition
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*/
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virtual bool hasInventoryStore (const Ptr& ptr) const;
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///< Does this object have an inventory store, i.e. equipment slots? (default implementation: false)
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virtual void lock (const Ptr& ptr, int lockLevel) const;
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///< Lock object (default implementation: throw an exception)
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virtual void unlock (const Ptr& ptr) const;
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///< Unlock object (default implementation: throw an exception)
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virtual bool canLock (const ConstPtr& ptr) const;
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virtual void setRemainingUsageTime (const Ptr& ptr, float duration) const;
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///< Sets the remaining duration of the object, such as an equippable light
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/// source. (default implementation: throw an exception)
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virtual float getRemainingUsageTime (const ConstPtr& ptr) const;
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///< Returns the remaining duration of the object, such as an equippable light
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/// source. (default implementation: -1, i.e. infinite)
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virtual std::string getScript (const ConstPtr& ptr) const;
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///< Return name of the script attached to ptr (default implementation: return an empty
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/// string).
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virtual float getSpeed (const 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 Ptr& ptr) const;
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///< Return desired movement.
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virtual osg::Vec3f getRotationVector (const Ptr& ptr) const;
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///< Return desired rotations, as euler angles.
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virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const ConstPtr& ptr) const;
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///< \return first: Return IDs of the slot this object can be equipped in; second: can object
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/// stay stacked when equipped?
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///
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/// Default implementation: return (empty vector, false).
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virtual int getEquipmentSkill (const ConstPtr& ptr)
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const;
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/// Return the index of the skill this item corresponds to when equipped or -1, if there is
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/// no such skill.
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/// (default implementation: return -1)
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virtual int getValue (const ConstPtr& ptr) const;
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///< Return trade value of the object. Throws an exception, if the object can't be traded.
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/// (default implementation: throws an exception)
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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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/// (default implementation: throws an exception)
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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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/// (default implementation: throws an exception)
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virtual float getNormalizedEncumbrance (const MWWorld::Ptr& ptr) const;
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///< Returns encumbrance re-scaled to capacity
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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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///
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/// (default implementation: ignore and return false)
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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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///
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/// (default implementations: throws an exception)
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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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///
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/// (default implementation: return false)
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virtual std::string getUpSoundId (const ConstPtr& ptr) const;
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///< Return the up sound ID of \a ptr or throw an exception, if class does not support ID retrieval
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/// (default implementation: throw an exception)
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virtual std::string getDownSoundId (const ConstPtr& ptr) const;
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///< Return the down sound ID of \a ptr or throw an exception, if class does not support ID retrieval
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/// (default implementation: throw an exception)
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virtual std::string getSoundIdFromSndGen(const Ptr &ptr, const std::string &type) const;
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///< Returns the sound ID for \a ptr of the given soundgen \a type.
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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 std::string getInventoryIcon (const MWWorld::ConstPtr& ptr) const;
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///< Return name of inventory icon.
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virtual std::string getEnchantment (const MWWorld::ConstPtr& ptr) const;
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///< @return the enchantment ID if the object is enchanted, otherwise an empty string
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/// (default implementation: return empty string)
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virtual int getEnchantmentPoints (const MWWorld::ConstPtr& ptr) const;
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///< @return the number of enchantment points available for possible enchanting
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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 bool canSell (const MWWorld::ConstPtr& item, int npcServices) const;
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///< Determine whether or not \a item can be sold to an npc with the given \a npcServices
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virtual int getServices (const MWWorld::ConstPtr& actor) const;
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virtual std::string getModel(const MWWorld::ConstPtr &ptr) const;
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virtual bool useAnim() const;
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///< Whether or not to use animated variant of model (default false)
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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 std::string applyEnchantment(const MWWorld::ConstPtr &ptr, const std::string& enchId, int enchCharge, const std::string& newName) const;
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///< Creates a new record using \a ptr as template, with the given name and the given enchantment applied to it.
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virtual std::pair<int, std::string> canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const;
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///< Return 0 if player cannot equip item. 1 if can equip. 2 if it's twohanded weapon. 3 if twohanded weapon conflicts with that.
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/// Second item in the pair specifies the error message
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virtual float getWeight (const MWWorld::ConstPtr& ptr) const;
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virtual bool isPersistent (const MWWorld::ConstPtr& ptr) const;
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virtual bool isKey (const MWWorld::ConstPtr& ptr) const { return false; }
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virtual bool isGold(const MWWorld::ConstPtr& ptr) const { return false; }
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virtual bool allowTelekinesis(const MWWorld::ConstPtr& ptr) const { return true; }
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///< Return whether this class of object can be activated with telekinesis
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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 Ptr copyToCell(const ConstPtr &ptr, CellStore &cell, int count) const;
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virtual Ptr copyToCell(const ConstPtr &ptr, CellStore &cell, const ESM::Position &pos, int count) const;
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virtual bool isActivator() const {
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return false;
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}
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virtual bool isActor() const {
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return false;
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}
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virtual bool isNpc() const {
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return false;
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}
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virtual bool isDoor() const {
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return false;
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}
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virtual bool isBipedal(const MWWorld::ConstPtr& ptr) const;
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virtual bool canFly(const MWWorld::ConstPtr& ptr) 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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bool isPureWaterCreature(const MWWorld::Ptr& ptr) const;
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bool isPureFlyingCreature(const MWWorld::Ptr& ptr) const;
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bool isPureLandCreature(const MWWorld::Ptr& ptr) const;
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bool isMobile(const MWWorld::Ptr& ptr) const;
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virtual int getSkill(const MWWorld::Ptr& ptr, int skill) const;
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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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static const Class& get (const std::string& key);
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///< If there is no class for this \a key, an exception is thrown.
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static void registerClass (const std::string& key, std::shared_ptr<Class> instance);
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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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/// 0 = nothing, 1 = opening, 2 = closing
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virtual int getDoorState (const MWWorld::ConstPtr &ptr) const;
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/// This does not actually cause the door to move. Use World::activateDoor instead.
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virtual void setDoorState (const MWWorld::Ptr &ptr, int state) 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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/// Returns sound id
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virtual std::string getSound(const MWWorld::ConstPtr& 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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/// Get the effective armor rating, factoring in the actor's skills, for the given armor.
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virtual float getEffectiveArmorRating(const MWWorld::ConstPtr& armor, const MWWorld::Ptr& actor) const;
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};
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}
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#endif
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