#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 { friend MWWorld::RegisteredClass; 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 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; const 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; const 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& 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