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#ifndef GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
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#define GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "creaturestats.hpp"
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#include "npcstats.hpp"
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#include "objects.hpp"
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#include "actors.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 CellStore;
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}
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namespace MWMechanics
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{
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class MechanicsManager : public MWBase::MechanicsManager
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{
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MWWorld::Ptr mWatched;
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NpcStats mWatchedStats;
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bool mUpdatePlayer;
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bool mClassSelected;
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bool mRaceSelected;
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bool mAI;///< is AI active?
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Objects mObjects;
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Actors mActors;
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public:
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void buildPlayer();
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///< build player according to stored class/race/birthsign information. Will
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/// default to the values of the ESM::NPC object, if no explicit information is given.
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MechanicsManager();
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virtual void add (const MWWorld::Ptr& ptr);
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///< Register an object for management
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virtual void remove (const MWWorld::Ptr& ptr);
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///< Deregister an object for management
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virtual void updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr);
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///< Moves an object to a new cell
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virtual void drop(const MWWorld::CellStore *cellStore);
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///< Deregister all objects in the given cell.
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virtual void watchActor(const MWWorld::Ptr& ptr);
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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);
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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 advanceTime (float duration);
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virtual void setPlayerName (const std::string& name);
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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);
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///< Set player race.
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virtual void setPlayerBirthsign (const std::string& id);
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///< Set player birthsign.
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virtual void setPlayerClass (const std::string& id);
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///< Set player class to stock class.
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virtual void setPlayerClass (const ESM::Class& class_);
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///< Set player class to custom class.
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virtual void restoreDynamicStats();
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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);
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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);
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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;
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///< Return the number of deaths for actors with the given ID.
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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);
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void toLower(std::string npcFaction);
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///< Perform a persuasion action on NPC
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/// Check if \a observer is potentially aware of \a ptr. Does not do a line of sight check!
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virtual bool awarenessCheck (const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer);
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/**
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* @brief Commit a crime. If any actors witness the crime and report it,
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* reportCrime will be called automatically.
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* @param arg Depends on \a type, e.g. for Theft, the value of the item that was stolen.
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*/
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virtual void commitCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
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OffenseType type, int arg=0);
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virtual void reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
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OffenseType type, int arg=0);
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/// Utility to check if taking this item is illegal and calling commitCrime if so
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virtual void itemTaken (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, int count);
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virtual void forceStateUpdate(const MWWorld::Ptr &ptr);
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virtual void playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number);
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virtual void skipAnimation(const MWWorld::Ptr& ptr);
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virtual bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string &groupName);
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/// Update magic effects for an actor. Usually done automatically once per frame, but if we're currently
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/// paused we may want to do it manually (after equipping permanent enchantment)
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virtual void updateMagicEffects (const MWWorld::Ptr& ptr);
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virtual void toggleAI();
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virtual bool isAIActive();
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};
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}
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#endif
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