#ifndef GAME_MWWORLD_CLASS_H #define GAME_MWWORLD_CLASS_H #include #include #include #include #include #include #include "doorstate.hpp" #include "ptr.hpp" #include "../mwmechanics/aisetting.hpp" #include namespace ESM { struct ObjectState; } namespace MWRender { class RenderingInterface; } namespace MWPhysics { class PhysicsSystem; } namespace MWMechanics { class NpcStats; struct Movement; class CreatureStats; } namespace MWGui { struct ToolTipInfo; } namespace ESM { struct Position; } namespace MWWorld { class ContainerStore; class InventoryStore; class CellStore; class Action; /// \brief Base class for referenceable esm records class Class { const unsigned mType; static std::map& getClasses(); protected: explicit Class(unsigned type) : mType(type) { } std::unique_ptr defaultItemActivate(const Ptr& ptr, const Ptr& actor) const; ///< Generate default action for activating inventory items virtual Ptr copyToCellImpl(const ConstPtr& ptr, CellStore& cell) const; public: virtual ~Class() = default; Class(const Class&) = delete; Class& operator=(const Class&) = delete; unsigned int getType() const { return mType; } virtual void insertObjectRendering( const Ptr& ptr, const std::string& mesh, MWRender::RenderingInterface& renderingInterface) const; virtual void insertObject(const Ptr& ptr, const std::string& mesh, const osg::Quat& rotation, MWPhysics::PhysicsSystem& physics) const; ///< Add reference into a cell for rendering (default implementation: don't render anything). virtual void insertObjectPhysics(const Ptr& ptr, const std::string& mesh, const osg::Quat& rotation, MWPhysics::PhysicsSystem& physics) const; virtual std::string_view getName(const ConstPtr& ptr) const = 0; ///< \return name or ID; can return an empty string. virtual void adjustPosition(const MWWorld::Ptr& ptr, bool force) const; ///< Adjust position to stand on ground. Must be called post model load /// @param force do this even if the ptr is flying virtual MWMechanics::CreatureStats& getCreatureStats(const Ptr& ptr) const; ///< Return creature stats or throw an exception, if class does not have creature stats /// (default implementation: throw an exception) virtual bool hasToolTip(const ConstPtr& ptr) const; ///< @return true if this object has a tooltip when focused (default implementation: true) virtual MWGui::ToolTipInfo getToolTipInfo(const ConstPtr& ptr, int count) const; ///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip. virtual bool showsInInventory(const ConstPtr& ptr) const; ///< Return whether ptr shows in inventory views. /// Hidden items are not displayed and cannot be (re)moved by the user. /// \return True if shown, false if hidden. virtual MWMechanics::NpcStats& getNpcStats(const Ptr& ptr) const; ///< Return NPC stats or throw an exception, if class does not have NPC stats /// (default implementation: throw an exception) virtual bool hasItemHealth(const ConstPtr& ptr) const; ///< \return Item health data available? (default implementation: false) virtual int getItemHealth(const ConstPtr& ptr) const; ///< Return current item health or throw an exception if class does not have item health virtual float getItemNormalizedHealth(const ConstPtr& ptr) const; ///< Return current item health re-scaled to maximum health virtual int getItemMaxHealth(const ConstPtr& ptr) const; ///< Return item max health or throw an exception, if class does not have item health /// (default implementation: throw an exception) virtual bool evaluateHit(const Ptr& ptr, Ptr& victim, osg::Vec3f& hitPosition) const; ///< Evaluate the victim of a melee hit produced by ptr in the current circumstances and return dice roll ///< success. /// (default implementation: throw an exception) virtual void hit(const Ptr& ptr, float attackStrength, int type = -1, const Ptr& victim = Ptr(), const osg::Vec3f& hitPosition = osg::Vec3f(), bool success = false) const; ///< Execute a melee hit on the victim at hitPosition, using the current weapon. If the hit was successful, ///< apply damage and process corresponding events. /// \param attackStrength how long the attack was charged for, a value in 0-1 range. /// \param type - type of attack, one of the MWMechanics::CreatureStats::AttackType /// enums. ignored for creature attacks. /// (default implementation: throw an exception) 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; ///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is /// true (else fatigue) by \a object (sword, arrow, etc). \a attacker specifies the /// actor responsible for the attack, and \a successful specifies if the hit is /// successful or not. virtual void block(const Ptr& ptr) const; ///< Play the appropriate sound for a blocked attack, depending on the currently equipped shield /// (default implementation: throw an exception) virtual std::unique_ptr activate(const Ptr& ptr, const Ptr& actor) const; ///< Generate action for activation (default implementation: return a null action). virtual std::unique_ptr use(const Ptr& ptr, bool force = false) const; ///< Generate action for using via inventory menu (default implementation: return a /// null action). virtual ContainerStore& getContainerStore(const Ptr& ptr) const; ///< Return container store or throw an exception, if class does not have a /// container store (default implementation: throw an exception) virtual InventoryStore& getInventoryStore(const Ptr& ptr) const; ///< Return inventory store or throw an exception, if class does not have a /// inventory store (default implementation: throw an exception) virtual bool hasInventoryStore(const Ptr& ptr) const; ///< Does this object have an inventory store, i.e. equipment slots? (default implementation: false) virtual bool canLock(const ConstPtr& ptr) const; virtual void setRemainingUsageTime(const Ptr& ptr, float duration) const; ///< Sets the remaining duration of the object, such as an equippable light /// source. (default implementation: throw an exception) virtual float getRemainingUsageTime(const ConstPtr& ptr) const; ///< Returns the remaining duration of the object, such as an equippable light /// source. (default implementation: -1, i.e. infinite) virtual const ESM::RefId& getScript(const ConstPtr& ptr) const; ///< Return name of the script attached to ptr (default implementation: return an empty /// string). virtual float getWalkSpeed(const Ptr& ptr) const; virtual float getRunSpeed(const Ptr& ptr) const; virtual float getSwimSpeed(const Ptr& ptr) const; /// Return maximal movement speed for the current state. virtual float getMaxSpeed(const Ptr& ptr) const; /// Return current movement speed. virtual float getCurrentSpeed(const Ptr& ptr) const; virtual float getJump(const MWWorld::Ptr& ptr) const; ///< Return jump velocity (not accounting for movement) virtual MWMechanics::Movement& getMovementSettings(const Ptr& ptr) const; ///< Return desired movement. virtual osg::Vec3f getRotationVector(const Ptr& ptr) const; ///< Return desired rotations, as euler angles. Sets getMovementSettings(ptr).mRotation to zero. virtual std::pair, bool> getEquipmentSlots(const ConstPtr& ptr) const; ///< \return first: Return IDs of the slot this object can be equipped in; second: can object /// stay stacked when equipped? /// /// Default implementation: return (empty vector, false). virtual int getEquipmentSkill(const ConstPtr& ptr) const; /// Return the index of the skill this item corresponds to when equipped or -1, if there is /// no such skill. /// (default implementation: return -1) virtual int getValue(const ConstPtr& ptr) const; ///< Return trade value of the object. Throws an exception, if the object can't be traded. /// (default implementation: throws an exception) 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. /// (default implementation: throws an exception) 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. /// (default implementation: throws an exception) virtual float getNormalizedEncumbrance(const MWWorld::Ptr& ptr) const; ///< Returns encumbrance re-scaled to capacity virtual bool consume(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) const; ///< Consume an item, e. g. a potion. 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. /// /// (default implementations: throws an exception) virtual bool isEssential(const MWWorld::ConstPtr& ptr) const; ///< Is \a ptr essential? (i.e. may losing \a ptr make the game unwinnable) /// /// (default implementation: return false) virtual const ESM::RefId& getUpSoundId(const ConstPtr& ptr) const; ///< Return the up sound ID of \a ptr or throw an exception, if class does not support ID retrieval /// (default implementation: throw an exception) virtual const ESM::RefId& getDownSoundId(const ConstPtr& ptr) const; ///< Return the down sound ID of \a ptr or throw an exception, if class does not support ID retrieval /// (default implementation: throw an exception) virtual const ESM::RefId& getSoundIdFromSndGen(const Ptr& ptr, std::string_view type) const; ///< Returns the sound ID for \a ptr of the given soundgen \a type. virtual float getArmorRating(const MWWorld::Ptr& ptr) const; ///< @return combined armor rating of this actor virtual const std::string& getInventoryIcon(const MWWorld::ConstPtr& ptr) const; ///< Return name of inventory icon. virtual const ESM::RefId& getEnchantment(const MWWorld::ConstPtr& ptr) const; ///< @return the enchantment ID if the object is enchanted, otherwise an empty string /// (default implementation: return empty string) virtual int getEnchantmentPoints(const MWWorld::ConstPtr& ptr) const; ///< @return the number of enchantment points available for possible enchanting 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 bool canSell(const MWWorld::ConstPtr& item, int npcServices) const; ///< Determine whether or not \a item can be sold to an npc with the given \a npcServices virtual int getServices(const MWWorld::ConstPtr& actor) const; virtual std::string getModel(const MWWorld::ConstPtr& ptr) const; virtual bool useAnim() const; ///< Whether or not to use animated variant of model (default false) virtual void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector& models) const; ///< Get a list of models to preload that this object may use (directly or indirectly). default implementation: ///< list getModel(). virtual const ESM::RefId& applyEnchantment( const MWWorld::ConstPtr& ptr, const ESM::RefId& enchId, int enchCharge, const std::string& newName) const; ///< Creates a new record using \a ptr as template, with the given name and the given enchantment applied to it. virtual std::pair canBeEquipped( const MWWorld::ConstPtr& ptr, const MWWorld::Ptr& npc) const; ///< Return 0 if player cannot equip item. 1 if can equip. 2 if it's twohanded weapon. 3 if twohanded weapon ///< conflicts with that. /// Second item in the pair specifies the error message virtual float getWeight(const MWWorld::ConstPtr& ptr) const; virtual bool isPersistent(const MWWorld::ConstPtr& ptr) const; virtual bool isKey(const MWWorld::ConstPtr& ptr) const { return false; } virtual bool isGold(const MWWorld::ConstPtr& ptr) const { return false; } virtual bool isSoulGem(const MWWorld::ConstPtr& ptr) const { return false; } virtual bool allowTelekinesis(const MWWorld::ConstPtr& ptr) const { return true; } ///< Return whether this class of object can be activated with telekinesis /// 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 Ptr copyToCell(const ConstPtr& ptr, CellStore& cell, int count) const; virtual Ptr copyToCell(const ConstPtr& ptr, CellStore& cell, const ESM::Position& pos, int count) const; virtual bool isActivator() const { return false; } virtual bool isActor() const { return false; } virtual bool isNpc() const { return false; } virtual bool isDoor() const { return false; } virtual bool isBipedal(const MWWorld::ConstPtr& ptr) const; virtual bool canFly(const MWWorld::ConstPtr& ptr) const; virtual bool canSwim(const MWWorld::ConstPtr& ptr) const; virtual bool canWalk(const MWWorld::ConstPtr& ptr) const; bool isPureWaterCreature(const MWWorld::ConstPtr& ptr) const; bool isPureFlyingCreature(const MWWorld::ConstPtr& ptr) const; bool isPureLandCreature(const MWWorld::Ptr& ptr) const; bool isMobile(const MWWorld::Ptr& ptr) const; virtual float getSkill(const MWWorld::Ptr& ptr, int skill) const; 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. static const Class& get(unsigned int key); ///< If there is no class for this \a key, an exception is thrown. static void registerClass(Class& instance); virtual int getBaseGold(const MWWorld::ConstPtr& ptr) const; virtual bool isClass(const MWWorld::ConstPtr& ptr, std::string_view className) const; virtual DoorState getDoorState(const MWWorld::ConstPtr& ptr) const; /// This does not actually cause the door to move. Use World::activateDoor instead. virtual void setDoorState(const MWWorld::Ptr& ptr, DoorState state) const; virtual void respawn(const MWWorld::Ptr& ptr) const {} /// Returns sound id virtual const ESM::RefId& getSound(const MWWorld::ConstPtr& ptr) const; virtual int getBaseFightRating(const MWWorld::ConstPtr& ptr) const; virtual const ESM::RefId& getPrimaryFaction(const MWWorld::ConstPtr& ptr) const; virtual int getPrimaryFactionRank(const MWWorld::ConstPtr& ptr) const; /// Get the effective armor rating, factoring in the actor's skills, for the given armor. virtual float getEffectiveArmorRating(const MWWorld::ConstPtr& armor, const MWWorld::Ptr& actor) const; virtual osg::Vec4f getEnchantmentColor(const MWWorld::ConstPtr& item) const; virtual void setBaseAISetting(const ESM::RefId& id, MWMechanics::AiSetting setting, int value) const; virtual void modifyBaseInventory(const ESM::RefId& actorId, const ESM::RefId& itemId, int amount) const; }; } #endif