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#ifndef GAME_MWBASE_MECHANICSMANAGER_H
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#define GAME_MWBASE_MECHANICSMANAGER_H
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#include <string>
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#include <vector>
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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 ESM
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{
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struct Class;
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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 MWBase
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{
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/// \brief Interface for game mechanics manager (implemented in MWMechanics)
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class MechanicsManager
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{
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MechanicsManager (const MechanicsManager&);
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///< not implemented
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MechanicsManager& operator= (const MechanicsManager&);
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///< not implemented
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public:
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MechanicsManager() {}
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virtual ~MechanicsManager() {}
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virtual void add (const MWWorld::Ptr& ptr) = 0;
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///< Register an object for management
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virtual void remove (const MWWorld::Ptr& ptr) = 0;
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///< Deregister an object for management
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virtual void updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) = 0;
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///< Moves an object to a new cell
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virtual void drop (const MWWorld::CellStore *cellStore) = 0;
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///< Deregister all objects in the given cell.
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virtual void watchActor (const MWWorld::Ptr& ptr) = 0;
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///< On each update look for changes in a previously registered actor and update the
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/// GUI accordingly.
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virtual void update (float duration, bool paused) = 0;
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///< Update objects
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///
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/// \param paused In game type does not currently advance (this usually means some GUI
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/// component is up).
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virtual void setPlayerName (const std::string& name) = 0;
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///< Set player name.
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virtual void setPlayerRace (const std::string& id, bool male, const std::string &head, const std::string &hair) = 0;
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///< Set player race.
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virtual void setPlayerBirthsign (const std::string& id) = 0;
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///< Set player birthsign.
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virtual void setPlayerClass (const std::string& id) = 0;
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///< Set player class to stock class.
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virtual void setPlayerClass (const ESM::Class& class_) = 0;
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///< Set player class to custom class.
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virtual void restoreDynamicStats() = 0;
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///< If the player is sleeping, this should be called every hour.
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virtual int getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying) = 0;
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///< This is used by every service to determine the price of objects given the trading skills of the player and NPC.
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virtual int getDerivedDisposition(const MWWorld::Ptr& ptr) = 0;
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///< Calculate the diposition of an NPC toward the player.
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virtual int countDeaths (const std::string& id) const = 0;
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///< Return the number of deaths for actors with the given ID.
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enum PersuasionType
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{
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PT_Admire,
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PT_Intimidate,
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PT_Taunt,
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PT_Bribe10,
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PT_Bribe100,
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PT_Bribe1000
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};
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virtual void getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type,
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float currentTemporaryDispositionDelta, bool& success, float& tempChange, float& permChange) = 0;
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///< Perform a persuasion action on NPC
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virtual void forceStateUpdate(const MWWorld::Ptr &ptr) = 0;
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///< Forces an object to refresh its animation state.
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virtual void playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number=1) = 0;
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///< Run animation for a MW-reference. Calls to this function for references that are currently not
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/// in the scene should be ignored.
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///
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/// \param mode 0 normal, 1 immediate start, 2 immediate loop
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/// \param count How many times the animation should be run
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virtual void skipAnimation(const MWWorld::Ptr& ptr) = 0;
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///< Skip the animation for the given MW-reference for one frame. Calls to this function for
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/// references that are currently not in the scene should be ignored.
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};
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}
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#endif
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