|
|
|
#ifndef GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
|
|
|
|
#define GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
|
|
|
|
|
|
|
|
#include "../mwbase/mechanicsmanager.hpp"
|
|
|
|
|
|
|
|
#include "../mwworld/ptr.hpp"
|
|
|
|
|
|
|
|
#include "creaturestats.hpp"
|
|
|
|
#include "npcstats.hpp"
|
|
|
|
#include "actors.hpp"
|
|
|
|
|
|
|
|
namespace Ogre
|
|
|
|
{
|
|
|
|
class Vector3;
|
|
|
|
}
|
|
|
|
|
|
|
|
namespace MWWorld
|
|
|
|
{
|
|
|
|
class CellStore;
|
|
|
|
}
|
|
|
|
|
|
|
|
namespace MWMechanics
|
|
|
|
{
|
|
|
|
class MechanicsManager : public MWBase::MechanicsManager
|
|
|
|
{
|
|
|
|
MWWorld::Ptr mWatched;
|
|
|
|
CreatureStats mWatchedCreature;
|
|
|
|
NpcStats mWatchedNpc;
|
|
|
|
bool mUpdatePlayer;
|
|
|
|
bool mClassSelected;
|
|
|
|
bool mRaceSelected;
|
|
|
|
Actors mActors;
|
|
|
|
|
|
|
|
void buildPlayer();
|
|
|
|
///< build player according to stored class/race/birthsign information. Will
|
|
|
|
/// default to the values of the ESM::NPC object, if no explicit information is given.
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
MechanicsManager();
|
|
|
|
|
|
|
|
virtual void addActor (const MWWorld::Ptr& ptr);
|
|
|
|
///< Register an actor for stats management
|
|
|
|
///
|
|
|
|
/// \note Dead actors are ignored.
|
|
|
|
|
|
|
|
virtual void removeActor (const MWWorld::Ptr& ptr);
|
|
|
|
///< Deregister an actor for stats management
|
|
|
|
|
|
|
|
virtual void dropActors (const MWWorld::CellStore *cellStore);
|
|
|
|
///< Deregister all actors in the given cell.
|
|
|
|
|
|
|
|
virtual void watchActor (const MWWorld::Ptr& ptr);
|
|
|
|
///< 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);
|
|
|
|
///< 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);
|
|
|
|
///< Set player name.
|
|
|
|
|
|
|
|
virtual void setPlayerRace (const std::string& id, bool male);
|
|
|
|
///< Set player race.
|
|
|
|
|
|
|
|
virtual void setPlayerBirthsign (const std::string& id);
|
|
|
|
///< Set player birthsign.
|
|
|
|
|
|
|
|
virtual void setPlayerClass (const std::string& id);
|
|
|
|
///< Set player class to stock class.
|
|
|
|
|
|
|
|
virtual void setPlayerClass (const ESM::Class& class_);
|
|
|
|
///< Set player class to custom class.
|
|
|
|
|
|
|
|
virtual void restoreDynamicStats();
|
|
|
|
///< If the player is sleeping, this should be called every hour.
|
|
|
|
|
|
|
|
virtual int barterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying);
|
|
|
|
///< This is used by every service to determine the price of objects given the trading skills of the player and NPC.
|
|
|
|
|
|
|
|
virtual int disposition(const MWWorld::Ptr& ptr);
|
|
|
|
///< Calculate the diposition of an NPC toward the player.
|
|
|
|
|
|
|
|
virtual int countDeaths (const std::string& id) const;
|
|
|
|
///< Return the number of deaths for actors with the given ID.
|
|
|
|
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|