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openmw/apps/openmw/mwclass/creature.hpp

151 lines
6.3 KiB
C++

#ifndef GAME_MWCLASS_CREATURE_H
#define GAME_MWCLASS_CREATURE_H
#include "../mwworld/registeredclass.hpp"
#include "actor.hpp"
namespace ESM
{
struct GameSetting;
}
namespace MWClass
{
class Creature : public MWWorld::RegisteredClass<Creature, Actor>
{
friend MWWorld::RegisteredClass<Creature, Actor>;
Creature();
void ensureCustomData(const MWWorld::Ptr& ptr) const;
MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override;
static int getSndGenTypeFromName(const MWWorld::Ptr& ptr, std::string_view 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:
void insertObjectRendering(const MWWorld::Ptr& ptr, const std::string& model,
MWRender::RenderingInterface& renderingInterface) const override;
///< Add reference into a cell for rendering
std::string_view getName(const MWWorld::ConstPtr& ptr) const override;
///< \return name or ID; can return an empty string.
bool hasToolTip(const MWWorld::ConstPtr& ptr) const override;
///< @return true if this object has a tooltip when focused (default implementation: true)
MWGui::ToolTipInfo getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const override;
///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
MWMechanics::CreatureStats& getCreatureStats(const MWWorld::Ptr& ptr) const override;
///< Return creature stats
bool evaluateHit(const MWWorld::Ptr& ptr, MWWorld::Ptr& victim, osg::Vec3f& hitPosition) const override;
void hit(const MWWorld::Ptr& ptr, float attackStrength, int type, const MWWorld::Ptr& victim,
const osg::Vec3f& hitPosition, bool success) const override;
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 override;
std::unique_ptr<MWWorld::Action> activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override;
///< Generate action for activation
MWWorld::ContainerStore& getContainerStore(const MWWorld::Ptr& ptr) const override;
///< Return container store
MWWorld::InventoryStore& getInventoryStore(const MWWorld::Ptr& ptr) const override;
///< Return inventory store
bool hasInventoryStore(const MWWorld::Ptr& ptr) const override;
ESM::RefId getScript(const MWWorld::ConstPtr& ptr) const override;
///< Return name of the script attached to ptr
float getCapacity(const MWWorld::Ptr& ptr) const override;
///< Return total weight that fits into the object. Throws an exception, if the object can't
/// hold other objects.
float getArmorRating(const MWWorld::Ptr& ptr) const override;
///< @return combined armor rating of this actor
bool isEssential(const MWWorld::ConstPtr& ptr) const override;
///< Is \a ptr essential? (i.e. may losing \a ptr make the game unwinnable)
int getServices(const MWWorld::ConstPtr& actor) const override;
bool isPersistent(const MWWorld::ConstPtr& ptr) const override;
ESM::RefId getSoundIdFromSndGen(const MWWorld::Ptr& ptr, std::string_view name) const override;
MWMechanics::Movement& getMovementSettings(const MWWorld::Ptr& ptr) const override;
///< Return desired movement.
float getMaxSpeed(const MWWorld::Ptr& ptr) const override;
std::string getModel(const MWWorld::ConstPtr& ptr) const override;
void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const override;
///< Get a list of models to preload that this object may use (directly or indirectly). default implementation:
///< list getModel().
bool isBipedal(const MWWorld::ConstPtr& ptr) const override;
bool canFly(const MWWorld::ConstPtr& ptr) const override;
bool canSwim(const MWWorld::ConstPtr& ptr) const override;
bool canWalk(const MWWorld::ConstPtr& ptr) const override;
float getSkill(const MWWorld::Ptr& ptr, int skill) const override;
/// Get a blood texture suitable for \a ptr (see Blood Texture 0-2 in Morrowind.ini)
int getBloodTexture(const MWWorld::ConstPtr& ptr) const override;
void readAdditionalState(const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const override;
///< Read additional state from \a state into \a ptr.
void writeAdditionalState(const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const override;
///< Write additional state from \a ptr into \a state.
int getBaseGold(const MWWorld::ConstPtr& ptr) const override;
void respawn(const MWWorld::Ptr& ptr) const override;
int getBaseFightRating(const MWWorld::ConstPtr& ptr) const override;
void adjustScale(const MWWorld::ConstPtr& ptr, osg::Vec3f& scale, bool rendering) const override;
/// @param rendering Indicates if the scale to adjust is for the rendering mesh, or for the collision mesh
void setBaseAISetting(const ESM::RefId& id, MWMechanics::AiSetting setting, int value) const override;
void modifyBaseInventory(const ESM::RefId& actorId, const ESM::RefId& itemId, int amount) const override;
float getWalkSpeed(const MWWorld::Ptr& ptr) const override;
float getRunSpeed(const MWWorld::Ptr& ptr) const override;
float getSwimSpeed(const MWWorld::Ptr& ptr) const override;
};
}
#endif