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#ifndef GAME_MWMECHANICS_ACTORS_H
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#define GAME_MWMECHANICS_ACTORS_H
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#include <set>
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#include <vector>
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#include <string>
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#include <map>
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#include "character.hpp"
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namespace Ogre
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{
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class Vector3;
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}
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namespace MWWorld
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{
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class Ptr;
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class CellStore;
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}
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namespace MWMechanics
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{
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class Actors
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{
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typedef std::map<MWWorld::Ptr,CharacterController> PtrControllerMap;
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PtrControllerMap mActors;
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typedef std::vector<std::pair<MWWorld::Ptr,Ogre::Vector3> > PtrMovementList;
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PtrMovementList mMovement;
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std::map<std::string, int> mDeathCount;
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float mDuration;
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void updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused);
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void adjustMagicEffects (const MWWorld::Ptr& creature);
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void calculateDynamicStats (const MWWorld::Ptr& ptr);
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void calculateCreatureStatModifiers (const MWWorld::Ptr& ptr);
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void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
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public:
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Actors();
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void addActor (const MWWorld::Ptr& ptr);
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///< Register an actor for stats management
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///
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/// \note Dead actors are ignored.
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void removeActor (const MWWorld::Ptr& ptr);
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///< Deregister an actor for stats management
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///
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/// \note Ignored, if \a ptr is not a registered actor.
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void updateActorCell(const MWWorld::Ptr& ptr);
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///< Updates an actor with a new cell store
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void dropActors (const MWWorld::CellStore *cellStore);
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///< Deregister all actors in the given cell.
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void update (float duration, bool paused);
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///< Update actor stats and store desired velocity vectors in \a movement
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void updateActor (const MWWorld::Ptr& ptr, float duration);
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///< This function is normally called automatically during the update process, but it can
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/// also be called explicitly at any time to force an update.
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void restoreDynamicStats();
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///< If the player is sleeping, this should be called every hour.
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int countDeaths (const std::string& id) const;
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///< Return the number of deaths for actors with the given ID.
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void playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number);
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void skipAnimation(const MWWorld::Ptr& ptr);
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};
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}
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#endif
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