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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typedef std::map<MWWorld::Ptr,CharacterController*> PtrControllerMap;
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PtrControllerMap mActors;
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2012-03-30 14:18:58 +00:00
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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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2013-12-20 21:38:23 +00:00
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void updateNpc(const MWWorld::Ptr &ptr, float duration, bool paused);
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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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2013-11-09 09:49:00 +00:00
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void calculateNpcStatModifiers (const MWWorld::Ptr& ptr);
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2012-07-17 13:49:37 +00:00
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2012-09-21 15:53:16 +00:00
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void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
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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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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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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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void updateMagicEffects (const MWWorld::Ptr& ptr) { adjustMagicEffects(ptr); }
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2012-03-30 14:18:58 +00:00
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void addActor (const MWWorld::Ptr& ptr);
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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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2012-09-21 15:53:16 +00:00
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void restoreDynamicStats();
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///< If the player is sleeping, this should be called every hour.
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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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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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