#ifndef GAME_MWCLASS_NPC_H #define GAME_MWCLASS_NPC_H #include "../mwworld/class.hpp" namespace MWClass { class Npc : public MWWorld::Class { void ensureCustomData (const MWWorld::Ptr& ptr) const; virtual MWWorld::Ptr copyToCellImpl(const MWWorld::Ptr &ptr, MWWorld::CellStore &cell) const; public: virtual std::string getId (const MWWorld::Ptr& ptr) const; ///< Return ID of \a ptr virtual void insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const; ///< Add reference into a cell for rendering virtual void insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const; virtual std::string getName (const MWWorld::Ptr& ptr) const; ///< \return name (the one that is to be presented to the user; not the internal one); /// can return an empty string. virtual MWMechanics::CreatureStats& getCreatureStats (const MWWorld::Ptr& ptr) const; ///< Return creature stats virtual MWMechanics::NpcStats& getNpcStats (const MWWorld::Ptr& ptr) const; ///< Return NPC stats virtual MWWorld::ContainerStore& getContainerStore (const MWWorld::Ptr& ptr) const; ///< Return container store virtual bool hasToolTip (const MWWorld::Ptr& ptr) const; ///< @return true if this object has a tooltip when focused (default implementation: false) virtual MWGui::ToolTipInfo getToolTipInfo (const MWWorld::Ptr& ptr) const; ///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip. virtual MWWorld::InventoryStore& getInventoryStore (const MWWorld::Ptr& ptr) const; ///< Return inventory store virtual boost::shared_ptr activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const; ///< Generate action for activation virtual std::string getScript (const MWWorld::Ptr& ptr) const; ///< Return name of the script attached to ptr virtual void setForceStance (const MWWorld::Ptr& ptr, Stance stance, bool force) const; ///< Force or unforce a stance. virtual void setStance (const MWWorld::Ptr& ptr, Stance stance, bool set) const; ///< Set or unset a stance. virtual bool getStance (const MWWorld::Ptr& ptr, Stance stance, bool ignoreForce = false) const; ////< Check if a stance is active or not. virtual float getSpeed (const MWWorld::Ptr& ptr) const; ///< Return movement speed. virtual MWMechanics::Movement& getMovementSettings (const MWWorld::Ptr& ptr) const; ///< Return desired movement. virtual Ogre::Vector3 getMovementVector (const MWWorld::Ptr& ptr) const; ///< Return desired movement vector (determined based on movement settings, /// stance and stats). 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. 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. virtual bool apply (const MWWorld::Ptr& ptr, const std::string& id, const MWWorld::Ptr& actor) const; ///< Apply \a id on \a ptr. /// \param actor Actor that is resposible for the ID being applied to \a ptr. /// \return Any effect? virtual void skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType) const; ///< Inform actor \a ptr that a skill use has succeeded. virtual void adjustRotation(const MWWorld::Ptr& ptr,float& x,float& y,float& z) const; virtual bool isEssential (const MWWorld::Ptr& ptr) const; ///< Is \a ptr essential? (i.e. may losing \a ptr make the game unwinnable) static void registerSelf(); virtual std::string getModel(const MWWorld::Ptr &ptr) const; virtual bool isActor() const { return true; } }; } #endif