|
|
|
#ifndef GAME_MWBASE_MECHANICSMANAGER_H
|
|
|
|
#define GAME_MWBASE_MECHANICSMANAGER_H
|
|
|
|
|
|
|
|
#include <string>
|
|
|
|
#include <vector>
|
|
|
|
#include <list>
|
|
|
|
|
|
|
|
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 add (const MWWorld::Ptr& ptr) = 0;
|
|
|
|
///< Register an object for management
|
|
|
|
|
|
|
|
virtual void remove (const MWWorld::Ptr& ptr) = 0;
|
|
|
|
///< Deregister an object for management
|
|
|
|
|
|
|
|
virtual void updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) = 0;
|
|
|
|
///< Moves an object to a new cell
|
|
|
|
|
|
|
|
virtual void drop (const MWWorld::CellStore *cellStore) = 0;
|
|
|
|
///< Deregister all objects 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 (float duration, bool paused) = 0;
|
|
|
|
///< Update objects
|
|
|
|
///
|
|
|
|
/// \param paused In game type does not currently advance (this usually means some GUI
|
|
|
|
/// component is up).
|
|
|
|
|
|
|
|
virtual void advanceTime (float duration) = 0;
|
|
|
|
|
|
|
|
virtual void setPlayerName (const std::string& name) = 0;
|
|
|
|
///< Set player name.
|
|
|
|
|
|
|
|
virtual void setPlayerRace (const std::string& id, bool male, const std::string &head, const std::string &hair) = 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 rest(bool sleep) = 0;
|
|
|
|
///< If the player is sleeping or waiting, this should be called every hour.
|
|
|
|
/// @param sleep is the player sleeping or waiting?
|
|
|
|
|
|
|
|
virtual int getHoursToRest() const = 0;
|
|
|
|
///< Calculate how many hours the player needs to rest in order to be fully healed
|
|
|
|
|
|
|
|
virtual int getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying) = 0;
|
|
|
|
///< This is used by every service to determine the price of objects given the trading skills of the player and NPC.
|
|
|
|
|
|
|
|
virtual int getDerivedDisposition(const MWWorld::Ptr& ptr) = 0;
|
|
|
|
///< Calculate the diposition of an NPC toward the player.
|
|
|
|
|
|
|
|
virtual int countDeaths (const std::string& id) const = 0;
|
|
|
|
///< Return the number of deaths for actors with the given ID.
|
|
|
|
|
|
|
|
/// Check if \a observer is potentially aware of \a ptr. Does not do a line of sight check!
|
|
|
|
virtual bool awarenessCheck (const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer) = 0;
|
|
|
|
|
|
|
|
enum OffenseType
|
|
|
|
{
|
|
|
|
OT_Theft, // Taking items owned by an NPC or a faction you are not a member of
|
|
|
|
OT_Assault, // Attacking a peaceful NPC
|
|
|
|
OT_Murder, // Murdering a peaceful NPC
|
|
|
|
OT_Trespassing, // Staying in a cell you are not allowed in (where is this defined?)
|
|
|
|
OT_SleepingInOwnedBed, // Sleeping in a bed owned by an NPC or a faction you are not a member of
|
|
|
|
OT_Pickpocket // Entering pickpocket mode, leaving it, and being detected. Any items stolen are a separate crime (Theft)
|
|
|
|
};
|
|
|
|
/**
|
|
|
|
* @brief Commit a crime. If any actors witness the crime and report it,
|
|
|
|
* reportCrime will be called automatically.
|
|
|
|
* @param arg Depends on \a type, e.g. for Theft, the value of the item that was stolen.
|
|
|
|
* @return was the crime reported?
|
|
|
|
*/
|
|
|
|
virtual bool commitCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
|
|
|
|
OffenseType type, int arg=0) = 0;
|
|
|
|
virtual void reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
|
|
|
|
OffenseType type, int arg=0) = 0;
|
|
|
|
/// Utility to check if taking this item is illegal and calling commitCrime if so
|
|
|
|
virtual void itemTaken (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, int count) = 0;
|
|
|
|
/// Utility to check if opening (i.e. unlocking) this object is illegal and calling commitCrime if so
|
|
|
|
virtual void objectOpened (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item) = 0;
|
|
|
|
/// Attempt sleeping in a bed. If this is illegal, call commitCrime.
|
|
|
|
/// @return was it illegal, and someone saw you doing it?
|
|
|
|
virtual bool sleepInBed (const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed) = 0;
|
|
|
|
|
|
|
|
enum PersuasionType
|
|
|
|
{
|
|
|
|
PT_Admire,
|
|
|
|
PT_Intimidate,
|
|
|
|
PT_Taunt,
|
|
|
|
PT_Bribe10,
|
|
|
|
PT_Bribe100,
|
|
|
|
PT_Bribe1000
|
|
|
|
};
|
|
|
|
virtual void getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type,
|
|
|
|
float currentTemporaryDispositionDelta, bool& success, float& tempChange, float& permChange) = 0;
|
|
|
|
///< Perform a persuasion action on NPC
|
|
|
|
|
|
|
|
virtual void forceStateUpdate(const MWWorld::Ptr &ptr) = 0;
|
|
|
|
///< Forces an object to refresh its animation state.
|
|
|
|
|
|
|
|
virtual void playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number=1) = 0;
|
|
|
|
///< Run animation for a MW-reference. Calls to this function for references that are currently not
|
|
|
|
/// in the scene should be ignored.
|
|
|
|
///
|
|
|
|
/// \param mode 0 normal, 1 immediate start, 2 immediate loop
|
|
|
|
/// \param count How many times the animation should be run
|
|
|
|
|
|
|
|
virtual void skipAnimation(const MWWorld::Ptr& ptr) = 0;
|
|
|
|
///< Skip the animation for the given MW-reference for one frame. Calls to this function for
|
|
|
|
/// references that are currently not in the scene should be ignored.
|
|
|
|
|
|
|
|
virtual bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) = 0;
|
|
|
|
|
|
|
|
/// Update magic effects for an actor. Usually done automatically once per frame, but if we're currently
|
|
|
|
/// paused we may want to do it manually (after equipping permanent enchantment)
|
|
|
|
virtual void updateMagicEffects (const MWWorld::Ptr& ptr) = 0;
|
|
|
|
|
|
|
|
virtual bool toggleAI() = 0;
|
|
|
|
virtual bool isAIActive() = 0;
|
|
|
|
|
|
|
|
virtual void getObjectsInRange (const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& objects) = 0;
|
|
|
|
|
|
|
|
///return the list of actors which are following the given actor (ie AiFollow is active and the target is the actor)
|
|
|
|
virtual std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) = 0;
|
|
|
|
|
|
|
|
virtual void playerLoaded() = 0;
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|