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OpenMW/apps/openmw/mwclass/creature.hpp
fteppe 125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00

151 lines
6.3 KiB
C++

#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<Creature, Actor>
{
friend MWWorld::RegisteredClass<Creature, Actor>;
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<MWWorld::Action> 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<std::string>& 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