#ifndef GAME_MWCLASS_NPC_H #define GAME_MWCLASS_NPC_H #include "../mwworld/registeredclass.hpp" #include "actor.hpp" namespace ESM { struct GameSetting; } namespace MWClass { class Npc : public MWWorld::RegisteredClass { friend MWWorld::RegisteredClass; 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(); 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. MWMechanics::CreatureStats& getCreatureStats(const MWWorld::Ptr& ptr) const override; ///< Return creature stats MWMechanics::NpcStats& getNpcStats(const MWWorld::Ptr& ptr) const override; ///< Return NPC stats MWWorld::ContainerStore& getContainerStore(const MWWorld::Ptr& ptr) const override; ///< Return container store 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. MWWorld::InventoryStore& getInventoryStore(const MWWorld::Ptr& ptr) const override; ///< Return inventory store bool hasInventoryStore(const MWWorld::ConstPtr& 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 MWMechanics::DamageSourceType sourceType) const override; void getModelsToPreload(const MWWorld::ConstPtr& ptr, std::vector& 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 activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override; ///< Generate action for activation ESM::RefId getScript(const MWWorld::ConstPtr& ptr) const override; ///< Return name of the script attached to ptr 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) 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; ///< 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; ///< @return combined armor rating of this actor 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, ESM::RefId skill, int usageType, float extraFactor = 1.f) const override; ///< Inform actor \a ptr that a skill use has succeeded. 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; std::string_view getModel(const MWWorld::ConstPtr& ptr) const override; std::string getCorrectedModel(const MWWorld::ConstPtr& ptr) const override; float getSkill(const MWWorld::Ptr& ptr, ESM::RefId id) 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; bool isNpc() const override { return true; } 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; bool isClass(const MWWorld::ConstPtr& ptr, std::string_view className) const override; bool canSwim(const MWWorld::ConstPtr& ptr) const override; bool canWalk(const MWWorld::ConstPtr& ptr) const override; bool isBipedal(const MWWorld::ConstPtr& ptr) const override; void respawn(const MWWorld::Ptr& ptr) const override; int getBaseFightRating(const MWWorld::ConstPtr& ptr) const override; ESM::RefId getPrimaryFaction(const MWWorld::ConstPtr& ptr) const override; int getPrimaryFactionRank(const MWWorld::ConstPtr& ptr) const override; 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