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

172 lines
7.6 KiB
C++

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