#ifndef GAME_MWCLASS_NPC_H #define GAME_MWCLASS_NPC_H #include "actor.hpp" namespace ESM { struct GameSetting; } namespace MWClass { class Npc : public Actor { 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 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::Ptr &ptr) const override { return true; } void hit(const MWWorld::Ptr& ptr, float attackStrength, int type) 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; 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(). std::shared_ptr activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override; ///< Generate action for activation std::string 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 bool apply (const MWWorld::Ptr& ptr, const std::string& id, const MWWorld::Ptr& actor) const override; ///< Apply \a id on \a ptr. /// \param actor Actor that is resposible for the ID being applied to \a ptr. /// \return Any effect? 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. 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; std::string getSoundIdFromSndGen(const MWWorld::Ptr &ptr, const std::string &name) const override; static void registerSelf(); std::string getModel(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; 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, const std::string &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; std::string getPrimaryFaction(const MWWorld::ConstPtr &ptr) const override; int getPrimaryFactionRank(const MWWorld::ConstPtr &ptr) const override; void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const override; void modifyBaseInventory(const std::string& actorId, const std::string& 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