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#ifndef GAME_MWCLASS_NPC_H
#define GAME_MWCLASS_NPC_H
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#include "../mwworld/registeredclass.hpp"
#include "actor.hpp"
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namespace ESM
{
struct GameSetting;
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}
namespace MWClass
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{
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class Npc : public MWWorld::RegisteredClass<Npc, Actor>
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{
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friend MWWorld::RegisteredClass<Npc, Actor>;
Npc();
void ensureCustomData(const MWWorld::Ptr& ptr) const;
MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override;
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();
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public:
void insertObjectRendering(const MWWorld::Ptr& ptr, const std::string& model,
MWRender::RenderingInterface& renderingInterface) const override;
///< Add reference into a cell for rendering
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std::string_view getName(const MWWorld::ConstPtr& ptr) const override;
///< \return name or ID; can return an empty string.
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MWMechanics::CreatureStats& getCreatureStats(const MWWorld::Ptr& ptr) const override;
///< Return creature stats
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MWMechanics::NpcStats& getNpcStats(const MWWorld::Ptr& ptr) const override;
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///< Return NPC stats
MWWorld::ContainerStore& getContainerStore(const MWWorld::Ptr& ptr) const override;
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///< Return container store
bool hasToolTip(const MWWorld::ConstPtr& ptr) const override;
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///< @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.
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MWWorld::InventoryStore& getInventoryStore(const MWWorld::Ptr& ptr) const override;
///< Return inventory store
bool hasInventoryStore(const MWWorld::Ptr& ptr) const override { return true; }
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;
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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().
std::unique_ptr<MWWorld::Action> activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override;
///< Generate action for activation
std::string_view getScript(const MWWorld::ConstPtr& ptr) const override;
///< Return name of the script attached to ptr
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float getMaxSpeed(const MWWorld::Ptr& ptr) const override;
///< Return maximal movement speed.
float getJump(const MWWorld::Ptr& ptr) const override;
///< Return jump velocity (not accounting for movement)
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MWMechanics::Movement& getMovementSettings(const MWWorld::Ptr& ptr) const override;
///< Return desired movement.
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 getEncumbrance(const MWWorld::Ptr& ptr) const override;
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///< Returns total weight of objects inside this object (including modifications from magic
/// effects). Throws an exception, if the object can't hold other objects.
float getArmorRating(const MWWorld::Ptr& ptr) const override;
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///< @return combined armor rating of this actor
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bool consume(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) const override;
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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 skillUsageSucceeded(
const MWWorld::Ptr& ptr, int skill, int usageType, float extraFactor = 1.f) const override;
///< Inform actor \a ptr that a skill use has succeeded.
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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;
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bool isPersistent(const MWWorld::ConstPtr& ptr) const override;
std::string_view getSoundIdFromSndGen(const MWWorld::Ptr& ptr, std::string_view name) const override;
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std::string getModel(const MWWorld::ConstPtr& ptr) const override;
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float getSkill(const MWWorld::Ptr& ptr, int skill) const override;
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/// Get a blood texture suitable for \a ptr (see Blood Texture 0-2 in Morrowind.ini)
int getBloodTexture(const MWWorld::ConstPtr& ptr) const override;
bool isNpc() const override { return true; }
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void readAdditionalState(const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const override;
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///< 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;
bool isClass(const MWWorld::ConstPtr& ptr, std::string_view className) const override;
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bool canSwim(const MWWorld::ConstPtr& ptr) const override;
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bool canWalk(const MWWorld::ConstPtr& ptr) const override;
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bool isBipedal(const MWWorld::ConstPtr& ptr) const override;
void respawn(const MWWorld::Ptr& ptr) const override;
int getBaseFightRating(const MWWorld::ConstPtr& ptr) const override;
std::string_view getPrimaryFaction(const MWWorld::ConstPtr& ptr) const override;
int getPrimaryFactionRank(const MWWorld::ConstPtr& ptr) const override;
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void setBaseAISetting(const std::string& id, MWMechanics::AiSetting setting, int value) const override;
void modifyBaseInventory(std::string_view actorId, std::string_view itemId, int amount) const override;
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float getWalkSpeed(const MWWorld::Ptr& ptr) const override;
float getRunSpeed(const MWWorld::Ptr& ptr) const override;
float getSwimSpeed(const MWWorld::Ptr& ptr) const override;
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};
}
#endif