2012-03-30 14:18:58 +00:00
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#ifndef GAME_MWMECHANICS_ACTORS_H
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#define GAME_MWMECHANICS_ACTORS_H
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#include <set>
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#include <vector>
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#include <string>
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2012-10-27 09:15:52 +00:00
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#include <map>
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2012-03-30 14:18:58 +00:00
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2013-01-12 15:12:12 +00:00
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#include "character.hpp"
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2013-03-31 07:13:56 +00:00
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#include "movement.hpp"
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2013-02-05 19:03:39 +00:00
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#include "../mwbase/world.hpp"
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2013-01-12 15:12:12 +00:00
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2012-03-30 14:18:58 +00:00
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namespace Ogre
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{
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class Vector3;
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}
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2012-07-03 11:55:53 +00:00
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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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2012-03-30 14:18:58 +00:00
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namespace MWMechanics
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{
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class Actors
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{
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2013-12-20 21:38:23 +00:00
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std::map<std::string, int> mDeathCount;
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2013-11-09 09:49:00 +00:00
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2014-05-15 20:03:48 +00:00
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void updateNpc(const MWWorld::Ptr &ptr, float duration);
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2013-11-09 09:49:00 +00:00
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2012-05-17 11:21:49 +00:00
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void adjustMagicEffects (const MWWorld::Ptr& creature);
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2012-07-17 10:18:43 +00:00
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void calculateDynamicStats (const MWWorld::Ptr& ptr);
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2013-11-16 02:16:21 +00:00
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void calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration);
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2014-11-02 17:01:12 +00:00
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void calculateNpcStatModifiers (const MWWorld::Ptr& ptr, float duration);
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2012-07-17 13:49:37 +00:00
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2014-07-23 22:25:02 +00:00
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void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
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2012-09-21 15:53:16 +00:00
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2013-08-07 13:34:11 +00:00
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void updateDrowning (const MWWorld::Ptr& ptr, float duration);
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2012-09-21 15:53:16 +00:00
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2013-10-15 19:23:42 +00:00
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void updateEquippedLight (const MWWorld::Ptr& ptr, float duration);
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2014-04-03 04:50:09 +00:00
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void updateCrimePersuit (const MWWorld::Ptr& ptr, float duration);
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2014-09-05 15:17:45 +00:00
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void killDeadActors ();
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2012-03-30 14:18:58 +00:00
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public:
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2012-04-23 13:27:03 +00:00
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Actors();
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2013-12-30 20:47:06 +00:00
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~Actors();
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2012-03-30 14:18:58 +00:00
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2014-01-07 18:49:16 +00:00
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typedef std::map<MWWorld::Ptr,CharacterController*> PtrControllerMap;
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PtrControllerMap::const_iterator begin() { return mActors.begin(); }
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PtrControllerMap::const_iterator end() { return mActors.end(); }
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2013-11-17 22:15:57 +00:00
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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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2014-08-14 23:13:38 +00:00
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void updateMagicEffects (const MWWorld::Ptr& ptr);
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2013-11-17 22:15:57 +00:00
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2014-05-13 17:01:02 +00:00
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void addActor (const MWWorld::Ptr& ptr, bool updateImmediately=false);
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2012-03-30 14:18:58 +00:00
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///< Register an actor for stats management
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2012-10-20 08:49:48 +00:00
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///
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/// \note Dead actors are ignored.
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2012-03-30 14:18:58 +00:00
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void removeActor (const MWWorld::Ptr& ptr);
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///< Deregister an actor for stats management
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2012-05-24 11:21:52 +00:00
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///
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/// \note Ignored, if \a ptr is not a registered actor.
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2012-03-30 14:18:58 +00:00
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2013-02-25 17:57:34 +00:00
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void updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr& ptr);
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///< Updates an actor with a new Ptr
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2013-01-29 08:19:24 +00:00
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2013-11-30 09:50:02 +00:00
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void dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore);
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///< Deregister all actors (except for \a ignore) in the given cell.
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2012-03-30 14:18:58 +00:00
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2013-01-16 16:22:38 +00:00
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void update (float duration, bool paused);
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2012-03-30 14:18:58 +00:00
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///< Update actor stats and store desired velocity vectors in \a movement
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2012-05-18 11:54:07 +00:00
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void updateActor (const MWWorld::Ptr& ptr, float duration);
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///< This function is normally called automatically during the update process, but it can
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/// also be called explicitly at any time to force an update.
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2014-05-15 20:03:48 +00:00
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/** Start combat between two actors
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@Notes: If againstPlayer = true then actor2 should be the Player.
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If one of the combatants is creature it should be actor1.
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*/
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void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer);
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2014-01-14 01:20:13 +00:00
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void restoreDynamicStats(bool sleep);
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2012-09-21 15:53:16 +00:00
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///< If the player is sleeping, this should be called every hour.
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2014-01-14 01:52:34 +00:00
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2014-07-23 22:25:02 +00:00
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void restoreDynamicStats(const MWWorld::Ptr& actor, bool sleep);
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2014-01-14 01:52:34 +00:00
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int getHoursToRest(const MWWorld::Ptr& ptr) const;
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///< Calculate how many hours the given actor needs to rest in order to be fully healed
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2014-01-28 11:33:31 +00:00
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2012-10-27 09:33:18 +00:00
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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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2013-01-17 01:53:18 +00:00
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2013-04-25 14:08:11 +00:00
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void forceStateUpdate(const MWWorld::Ptr &ptr);
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2013-01-17 01:53:18 +00:00
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void playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number);
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void skipAnimation(const MWWorld::Ptr& ptr);
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2013-05-25 03:10:07 +00:00
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bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName);
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2014-01-07 18:49:16 +00:00
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2014-01-28 11:33:31 +00:00
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void getObjectsInRange(const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& out);
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2014-04-25 02:47:45 +00:00
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///Returns the list of actors which are following the given actor
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/**ie AiFollow is active and the target is the actor **/
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2014-01-12 13:02:15 +00:00
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std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
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2014-04-25 02:47:45 +00:00
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2014-12-09 15:02:07 +00:00
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/// Get the list of AiFollow::mFollowIndex for all actors following this target
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std::list<int> getActorsFollowingIndices(const MWWorld::Ptr& actor);
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2014-04-25 02:47:45 +00:00
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///Returns the list of actors which are fighting the given actor
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/**ie AiCombat is active and the target is the actor **/
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std::list<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor);
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2014-01-20 12:00:43 +00:00
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2014-06-12 23:24:58 +00:00
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void write (ESM::ESMWriter& writer, Loading::Listener& listener) const;
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void readRecord (ESM::ESMReader& reader, int32_t type);
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void clear(); // Clear death counter
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2014-01-07 18:49:16 +00:00
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private:
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PtrControllerMap mActors;
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2012-03-30 14:18:58 +00:00
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};
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}
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#endif
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