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https://gitlab.com/OpenMW/openmw.git
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386 lines
17 KiB
C++
386 lines
17 KiB
C++
#ifndef GAME_MWWORLD_CLASS_H
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#define GAME_MWWORLD_CLASS_H
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#include <map>
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#include <memory>
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#include <string>
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#include <vector>
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#include <osg/Quat>
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#include <osg/Vec4f>
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#include "doorstate.hpp"
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#include "ptr.hpp"
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#include "../mwmechanics/aisetting.hpp"
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#include <components/esm/refid.hpp>
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#include <components/esm3/loadskil.hpp>
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namespace ESM
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{
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struct ObjectState;
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}
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namespace MWRender
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{
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class RenderingInterface;
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}
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namespace MWPhysics
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{
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class PhysicsSystem;
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}
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namespace MWMechanics
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{
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class NpcStats;
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struct Movement;
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class CreatureStats;
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}
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namespace MWGui
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{
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struct ToolTipInfo;
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}
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namespace ESM
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{
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struct Position;
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}
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namespace MWWorld
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{
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class ContainerStore;
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class InventoryStore;
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class CellStore;
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class Action;
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/// \brief Base class for referenceable esm records
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class Class
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{
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const unsigned mType;
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static std::map<unsigned, Class*>& getClasses();
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protected:
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explicit Class(unsigned type)
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: mType(type)
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{
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}
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std::unique_ptr<Action> defaultItemActivate(const Ptr& ptr, const Ptr& actor) const;
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///< Generate default action for activating inventory items
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virtual Ptr copyToCellImpl(const ConstPtr& ptr, CellStore& cell) const;
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public:
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virtual ~Class() = default;
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Class(const Class&) = delete;
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Class& operator=(const Class&) = delete;
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unsigned int getType() const { return mType; }
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virtual void insertObjectRendering(
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const Ptr& ptr, const std::string& mesh, MWRender::RenderingInterface& renderingInterface) const;
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virtual void insertObject(const Ptr& ptr, const std::string& mesh, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const;
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///< Add reference into a cell for rendering (default implementation: don't render anything).
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virtual void insertObjectPhysics(const Ptr& ptr, const std::string& mesh, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const;
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virtual std::string_view getName(const ConstPtr& ptr) const = 0;
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///< \return name or ID; can return an empty string.
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virtual void adjustPosition(const MWWorld::Ptr& ptr, bool force) const;
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///< Adjust position to stand on ground. Must be called post model load
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/// @param force do this even if the ptr is flying
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virtual MWMechanics::CreatureStats& getCreatureStats(const Ptr& ptr) const;
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///< Return creature stats or throw an exception, if class does not have creature stats
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/// (default implementation: throw an exception)
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virtual bool hasToolTip(const ConstPtr& ptr) const;
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///< @return true if this object has a tooltip when focused (default implementation: true)
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virtual MWGui::ToolTipInfo getToolTipInfo(const ConstPtr& ptr, int count) const;
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///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
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virtual bool showsInInventory(const ConstPtr& ptr) const;
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///< Return whether ptr shows in inventory views.
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/// Hidden items are not displayed and cannot be (re)moved by the user.
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/// \return True if shown, false if hidden.
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virtual MWMechanics::NpcStats& getNpcStats(const Ptr& ptr) const;
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///< Return NPC stats or throw an exception, if class does not have NPC stats
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/// (default implementation: throw an exception)
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virtual bool hasItemHealth(const ConstPtr& ptr) const;
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///< \return Item health data available? (default implementation: false)
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virtual int getItemHealth(const ConstPtr& ptr) const;
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///< Return current item health or throw an exception if class does not have item health
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virtual float getItemNormalizedHealth(const ConstPtr& ptr) const;
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///< Return current item health re-scaled to maximum health
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virtual int getItemMaxHealth(const ConstPtr& ptr) const;
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///< Return item max health or throw an exception, if class does not have item health
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/// (default implementation: throw an exception)
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virtual bool evaluateHit(const Ptr& ptr, Ptr& victim, osg::Vec3f& hitPosition) const;
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///< Evaluate the victim of a melee hit produced by ptr in the current circumstances and return dice roll
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///< success.
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/// (default implementation: throw an exception)
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virtual void hit(const Ptr& ptr, float attackStrength, int type = -1, const Ptr& victim = Ptr(),
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const osg::Vec3f& hitPosition = osg::Vec3f(), bool success = false) const;
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///< Execute a melee hit on the victim at hitPosition, using the current weapon. If the hit was successful,
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///< apply damage and process corresponding events.
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/// \param attackStrength how long the attack was charged for, a value in 0-1 range.
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/// \param type - type of attack, one of the MWMechanics::CreatureStats::AttackType
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/// enums. ignored for creature attacks.
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/// (default implementation: throw an exception)
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virtual void onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const;
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///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is
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/// true (else fatigue) by \a object (sword, arrow, etc). \a attacker specifies the
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/// actor responsible for the attack, and \a successful specifies if the hit is
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/// successful or not.
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virtual void block(const Ptr& ptr) const;
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///< Play the appropriate sound for a blocked attack, depending on the currently equipped shield
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/// (default implementation: throw an exception)
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virtual std::unique_ptr<Action> activate(const Ptr& ptr, const Ptr& actor) const;
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///< Generate action for activation (default implementation: return a null action).
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virtual std::unique_ptr<Action> use(const Ptr& ptr, bool force = false) const;
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///< Generate action for using via inventory menu (default implementation: return a
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/// null action).
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virtual ContainerStore& getContainerStore(const Ptr& ptr) const;
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///< Return container store or throw an exception, if class does not have a
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/// container store (default implementation: throw an exception)
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virtual InventoryStore& getInventoryStore(const Ptr& ptr) const;
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///< Return inventory store or throw an exception, if class does not have a
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/// inventory store (default implementation: throw an exception)
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virtual bool hasInventoryStore(const Ptr& ptr) const;
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///< Does this object have an inventory store, i.e. equipment slots? (default implementation: false)
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virtual bool canLock(const ConstPtr& ptr) const;
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virtual void setRemainingUsageTime(const Ptr& ptr, float duration) const;
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///< Sets the remaining duration of the object, such as an equippable light
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/// source. (default implementation: throw an exception)
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virtual float getRemainingUsageTime(const ConstPtr& ptr) const;
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///< Returns the remaining duration of the object, such as an equippable light
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/// source. (default implementation: -1, i.e. infinite)
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virtual ESM::RefId getScript(const ConstPtr& ptr) const;
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///< Return name of the script attached to ptr (default implementation: return an empty
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/// string).
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virtual float getWalkSpeed(const Ptr& ptr) const;
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virtual float getRunSpeed(const Ptr& ptr) const;
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virtual float getSwimSpeed(const Ptr& ptr) const;
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/// Return maximal movement speed for the current state.
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virtual float getMaxSpeed(const Ptr& ptr) const;
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/// Return current movement speed.
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virtual float getCurrentSpeed(const Ptr& ptr) const;
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virtual float getJump(const MWWorld::Ptr& ptr) const;
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///< Return jump velocity (not accounting for movement)
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virtual MWMechanics::Movement& getMovementSettings(const Ptr& ptr) const;
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///< Return desired movement.
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virtual osg::Vec3f getRotationVector(const Ptr& ptr) const;
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///< Return desired rotations, as euler angles. Sets getMovementSettings(ptr).mRotation to zero.
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virtual std::pair<std::vector<int>, bool> getEquipmentSlots(const ConstPtr& ptr) const;
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///< \return first: Return IDs of the slot this object can be equipped in; second: can object
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/// stay stacked when equipped?
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///
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/// Default implementation: return (empty vector, false).
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virtual ESM::RefId getEquipmentSkill(const ConstPtr& ptr) const;
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/// Return the index of the skill this item corresponds to when equipped.
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/// (default implementation: return empty ref id)
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virtual int getValue(const ConstPtr& ptr) const;
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///< Return trade value of the object. Throws an exception, if the object can't be traded.
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/// (default implementation: throws an exception)
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virtual float getCapacity(const MWWorld::Ptr& ptr) const;
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///< Return total weight that fits into the object. Throws an exception, if the object can't
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/// hold other objects.
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/// (default implementation: throws an exception)
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virtual float getEncumbrance(const MWWorld::Ptr& ptr) const;
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///< Returns total weight of objects inside this object (including modifications from magic
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/// effects). Throws an exception, if the object can't hold other objects.
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/// (default implementation: throws an exception)
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virtual float getNormalizedEncumbrance(const MWWorld::Ptr& ptr) const;
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///< Returns encumbrance re-scaled to capacity
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virtual bool consume(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) const;
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///< Consume an item, e. g. a potion.
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virtual void skillUsageSucceeded(
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const MWWorld::Ptr& ptr, ESM::RefId skill, int usageType, float extraFactor = 1.f) const;
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///< Inform actor \a ptr that a skill use has succeeded.
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///
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/// (default implementations: throws an exception)
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virtual bool isEssential(const MWWorld::ConstPtr& ptr) const;
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///< Is \a ptr essential? (i.e. may losing \a ptr make the game unwinnable)
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///
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/// (default implementation: return false)
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virtual const ESM::RefId& getUpSoundId(const ConstPtr& ptr) const;
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///< Return the up sound ID of \a ptr or throw an exception, if class does not support ID retrieval
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/// (default implementation: throw an exception)
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virtual const ESM::RefId& getDownSoundId(const ConstPtr& ptr) const;
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///< Return the down sound ID of \a ptr or throw an exception, if class does not support ID retrieval
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/// (default implementation: throw an exception)
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virtual ESM::RefId getSoundIdFromSndGen(const Ptr& ptr, std::string_view type) const;
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///< Returns the sound ID for \a ptr of the given soundgen \a type.
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virtual float getArmorRating(const MWWorld::Ptr& ptr) const;
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///< @return combined armor rating of this actor
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virtual const std::string& getInventoryIcon(const MWWorld::ConstPtr& ptr) const;
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///< Return name of inventory icon.
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virtual ESM::RefId getEnchantment(const MWWorld::ConstPtr& ptr) const;
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///< @return the enchantment ID if the object is enchanted, otherwise an empty string
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/// (default implementation: return empty string)
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virtual int getEnchantmentPoints(const MWWorld::ConstPtr& ptr) const;
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///< @return the number of enchantment points available for possible enchanting
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virtual void adjustScale(const MWWorld::ConstPtr& ptr, osg::Vec3f& scale, bool rendering) const;
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/// @param rendering Indicates if the scale to adjust is for the rendering mesh, or for the collision mesh
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virtual bool canSell(const MWWorld::ConstPtr& item, int npcServices) const;
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///< Determine whether or not \a item can be sold to an npc with the given \a npcServices
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virtual int getServices(const MWWorld::ConstPtr& actor) const;
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virtual std::string getModel(const MWWorld::ConstPtr& ptr) const;
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virtual bool useAnim() const;
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///< Whether or not to use animated variant of model (default false)
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virtual void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const;
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///< Get a list of models to preload that this object may use (directly or indirectly). default implementation:
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///< list getModel().
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virtual const ESM::RefId& applyEnchantment(
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const MWWorld::ConstPtr& ptr, const ESM::RefId& enchId, int enchCharge, const std::string& newName) const;
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///< Creates a new record using \a ptr as template, with the given name and the given enchantment applied to it.
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virtual std::pair<int, std::string_view> canBeEquipped(
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const MWWorld::ConstPtr& ptr, const MWWorld::Ptr& npc) const;
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///< Return 0 if player cannot equip item. 1 if can equip. 2 if it's twohanded weapon. 3 if twohanded weapon
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///< conflicts with that.
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/// Second item in the pair specifies the error message
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virtual float getWeight(const MWWorld::ConstPtr& ptr) const;
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virtual bool isPersistent(const MWWorld::ConstPtr& ptr) const;
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virtual bool isKey(const MWWorld::ConstPtr& ptr) const { return false; }
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virtual bool isGold(const MWWorld::ConstPtr& ptr) const { return false; }
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virtual bool isSoulGem(const MWWorld::ConstPtr& ptr) const { return false; }
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virtual bool allowTelekinesis(const MWWorld::ConstPtr& ptr) const { return true; }
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///< Return whether this class of object can be activated with telekinesis
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/// Get a blood texture suitable for \a ptr (see Blood Texture 0-2 in Morrowind.ini)
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virtual int getBloodTexture(const MWWorld::ConstPtr& ptr) const;
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virtual Ptr copyToCell(const ConstPtr& ptr, CellStore& cell, int count) const;
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// Similar to `copyToCell`, but preserves RefNum and moves LuaScripts.
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// The original is expected to be removed after calling this function,
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// but this function itself doesn't remove the original.
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virtual Ptr moveToCell(const Ptr& ptr, CellStore& cell) const;
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Ptr copyToCell(const ConstPtr& ptr, CellStore& cell, const ESM::Position& pos, int count) const;
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virtual bool isActivator() const { return false; }
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virtual bool isActor() const { return false; }
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virtual bool isNpc() const { return false; }
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virtual bool isDoor() const { return false; }
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// True if it is an item that can be picked up.
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virtual bool isItem(const MWWorld::ConstPtr& ptr) const { return false; }
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virtual bool isBipedal(const MWWorld::ConstPtr& ptr) const;
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virtual bool canFly(const MWWorld::ConstPtr& ptr) const;
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virtual bool canSwim(const MWWorld::ConstPtr& ptr) const;
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virtual bool canWalk(const MWWorld::ConstPtr& ptr) const;
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bool isPureWaterCreature(const MWWorld::ConstPtr& ptr) const;
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bool isPureFlyingCreature(const MWWorld::ConstPtr& ptr) const;
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bool isPureLandCreature(const MWWorld::Ptr& ptr) const;
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bool isMobile(const MWWorld::Ptr& ptr) const;
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virtual float getSkill(const MWWorld::Ptr& ptr, ESM::RefId id) const;
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virtual void readAdditionalState(const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const;
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///< Read additional state from \a state into \a ptr.
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virtual void writeAdditionalState(const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const;
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///< Write additional state from \a ptr into \a state.
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static const Class& get(unsigned int key);
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///< If there is no class for this \a key, an exception is thrown.
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static void registerClass(Class& instance);
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virtual int getBaseGold(const MWWorld::ConstPtr& ptr) const;
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virtual bool isClass(const MWWorld::ConstPtr& ptr, std::string_view className) const;
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virtual DoorState getDoorState(const MWWorld::ConstPtr& ptr) const;
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/// This does not actually cause the door to move. Use World::activateDoor instead.
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virtual void setDoorState(const MWWorld::Ptr& ptr, DoorState state) const;
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virtual void respawn(const MWWorld::Ptr& ptr) const {}
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/// Returns sound id
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virtual ESM::RefId getSound(const MWWorld::ConstPtr& ptr) const;
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virtual int getBaseFightRating(const MWWorld::ConstPtr& ptr) const;
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virtual ESM::RefId getPrimaryFaction(const MWWorld::ConstPtr& ptr) const;
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virtual int getPrimaryFactionRank(const MWWorld::ConstPtr& ptr) const;
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/// Get the effective armor rating, factoring in the actor's skills, for the given armor.
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virtual float getEffectiveArmorRating(const MWWorld::ConstPtr& armor, const MWWorld::Ptr& actor) const;
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virtual osg::Vec4f getEnchantmentColor(const MWWorld::ConstPtr& item) const;
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virtual void setBaseAISetting(const ESM::RefId& id, MWMechanics::AiSetting setting, int value) const;
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virtual void modifyBaseInventory(const ESM::RefId& actorId, const ESM::RefId& itemId, int amount) const;
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};
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}
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#endif
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