|
|
|
#ifndef GAME_MWBASE_MECHANICSMANAGER_H
|
|
|
|
#define GAME_MWBASE_MECHANICSMANAGER_H
|
|
|
|
|
|
|
|
#include <string>
|
|
|
|
#include <vector>
|
|
|
|
|
|
|
|
namespace Ogre
|
|
|
|
{
|
|
|
|
class Vector3;
|
|
|
|
}
|
|
|
|
|
|
|
|
namespace ESM
|
|
|
|
{
|
|
|
|
struct Class;
|
|
|
|
}
|
|
|
|
|
|
|
|
namespace MWWorld
|
|
|
|
{
|
|
|
|
class Ptr;
|
|
|
|
class CellStore;
|
|
|
|
}
|
|
|
|
|
|
|
|
namespace MWBase
|
|
|
|
{
|
|
|
|
/// \brief Interface for game mechanics manager (implemented in MWMechanics)
|
|
|
|
class MechanicsManager
|
|
|
|
{
|
|
|
|
MechanicsManager (const MechanicsManager&);
|
|
|
|
///< not implemented
|
|
|
|
|
|
|
|
MechanicsManager& operator= (const MechanicsManager&);
|
|
|
|
///< not implemented
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
MechanicsManager() {}
|
|
|
|
|
|
|
|
virtual ~MechanicsManager() {}
|
|
|
|
|
|
|
|
virtual void addActor (const MWWorld::Ptr& ptr) = 0;
|
|
|
|
///< Register an actor for stats management
|
|
|
|
|
|
|
|
virtual void removeActor (const MWWorld::Ptr& ptr) = 0;
|
|
|
|
///< Deregister an actor for stats management
|
|
|
|
|
|
|
|
virtual void dropActors (const MWWorld::CellStore *cellStore) = 0;
|
|
|
|
///< Deregister all actors in the given cell.
|
|
|
|
|
|
|
|
virtual void watchActor (const MWWorld::Ptr& ptr) = 0;
|
|
|
|
///< On each update look for changes in a previously registered actor and update the
|
|
|
|
/// GUI accordingly.
|
|
|
|
|
|
|
|
virtual void update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement,
|
|
|
|
float duration, bool paused) = 0;
|
|
|
|
///< Update actor stats and store desired velocity vectors in \a movement
|
|
|
|
///
|
|
|
|
/// \param paused In game type does not currently advance (this usually means some GUI
|
|
|
|
/// component is up).
|
|
|
|
|
|
|
|
virtual void setPlayerName (const std::string& name) = 0;
|
|
|
|
///< Set player name.
|
|
|
|
|
|
|
|
virtual void setPlayerRace (const std::string& id, bool male) = 0;
|
|
|
|
///< Set player race.
|
|
|
|
|
|
|
|
virtual void setPlayerBirthsign (const std::string& id) = 0;
|
|
|
|
///< Set player birthsign.
|
|
|
|
|
|
|
|
virtual void setPlayerClass (const std::string& id) = 0;
|
|
|
|
///< Set player class to stock class.
|
|
|
|
|
|
|
|
virtual void setPlayerClass (const ESM::Class& class_) = 0;
|
|
|
|
///< Set player class to custom class.
|
|
|
|
|
|
|
|
virtual void restoreDynamicStats() = 0;
|
|
|
|
///< If the player is sleeping, this should be called every hour.
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|