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openmw-tes3mp/apps/openmw/mwbase/mechanicsmanager.hpp

104 lines
3.3 KiB
C++

#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
///
/// \note Dead actors are ignored.
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.
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.
12 years ago
enum PersuasionType
{
PT_Admire,
PT_Intimidate,
PT_Taunt,
PT_Bribe10,
PT_Bribe100,
PT_Bribe1000
};
virtual float getPersuasionDispositionChange (MWWorld::Ptr npc, PersuasionType type, bool& success) const = 0;
///< Get amount to adjust temporary disposition for a given persuasion action on an NPC
};
}
#endif