#ifndef GAME_MWMECHANICS_MECHANICSMANAGERIMP_H #define GAME_MWMECHANICS_MECHANICSMANAGERIMP_H #include #include "../mwbase/mechanicsmanager.hpp" #include "../mwworld/ptr.hpp" #include "creaturestats.hpp" #include "npcstats.hpp" #include "objects.hpp" #include "actors.hpp" namespace MWWorld { class CellStore; } namespace MWMechanics { class MechanicsManager : public MWBase::MechanicsManager { bool mUpdatePlayer; bool mClassSelected; bool mRaceSelected; bool mAI;///< is AI active? Objects mObjects; Actors mActors; typedef std::pair Owner; // < Owner id, bool isFaction > typedef std::map OwnerMap; // < Owner, number of stolen items with this id from this owner > typedef std::map StolenItemsMap; StolenItemsMap mStolenItems; public: 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. MechanicsManager(); void add (const MWWorld::Ptr& ptr) override; ///< Register an object for management void remove (const MWWorld::Ptr& ptr) override; ///< Deregister an object for management void updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) override; ///< Moves an object to a new cell void drop(const MWWorld::CellStore *cellStore) override; ///< Deregister all objects in the given cell. void update (float duration, bool paused) override; ///< Update objects /// /// \param paused In game type does not currently advance (this usually means some GUI /// component is up). void setPlayerName (const std::string& name) override; ///< Set player name. void setPlayerRace (const std::string& id, bool male, const std::string &head, const std::string &hair) override; ///< Set player race. void setPlayerBirthsign (const std::string& id) override; ///< Set player birthsign. void setPlayerClass (const std::string& id) override; ///< Set player class to stock class. void setPlayerClass (const ESM::Class& class_) override; ///< Set player class to custom class. void restoreDynamicStats(MWWorld::Ptr actor, double hours, bool sleep) override; void rest(double hours, bool sleep) override; ///< If the player is sleeping or waiting, this should be called every hour. /// @param sleep is the player sleeping or waiting? int getHoursToRest() const override; ///< Calculate how many hours the player needs to rest in order to be fully healed int getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying) override; ///< This is used by every service to determine the price of objects given the trading skills of the player and NPC. int getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange = true) override; ///< Calculate the diposition of an NPC toward the player. int countDeaths (const std::string& id) const override; ///< Return the number of deaths for actors with the given ID. /* Start of tes3mp addition Make it possible to set the number of deaths for an actor with the given refId */ virtual void setDeaths(const std::string& refId, int number); /* End of tes3mp addition */ void getPersuasionDispositionChange(const MWWorld::Ptr& npc, PersuasionType type, bool& success, float& tempChange, float& permChange) override; ///< Perform a persuasion action on NPC /// Check if \a observer is potentially aware of \a ptr. Does not do a line of sight check! bool awarenessCheck (const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer) override; /// Makes \a ptr fight \a target. Also shouts a combat taunt. void startCombat (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) override; /** * @note victim may be empty * @param arg Depends on \a type, e.g. for Theft, the value of the item that was stolen. * @param victimAware Is the victim already aware of the crime? * If this parameter is false, it will be determined by a line-of-sight and awareness check. * @return was the crime seen? */ bool commitCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim, OffenseType type, const std::string& factionId="", int arg=0, bool victimAware=false) override; /// @return false if the attack was considered a "friendly hit" and forgiven bool actorAttacked (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) override; /// Notify that actor was killed, add a murder bounty if applicable /// @note No-op for non-player attackers void actorKilled (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) override; /// Utility to check if taking this item is illegal and calling commitCrime if so /// @param container The container the item is in; may be empty for an item in the world void itemTaken (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, const MWWorld::Ptr& container, int count, bool alarm = true) override; /// Utility to check if unlocking this object is illegal and calling commitCrime if so void unlockAttempted (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item) override; /// Attempt sleeping in a bed. If this is illegal, call commitCrime. /// @return was it illegal, and someone saw you doing it? Also returns fail when enemies are nearby bool sleepInBed (const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed) override; void forceStateUpdate(const MWWorld::Ptr &ptr) override; /// Attempt to play an animation group /// @return Success or error bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist=false) override; void skipAnimation(const MWWorld::Ptr& ptr) override; bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string &groupName) override; void persistAnimationStates() override; /// Update magic effects for an actor. Usually done automatically once per frame, but if we're currently /// paused we may want to do it manually (after equipping permanent enchantment) void updateMagicEffects (const MWWorld::Ptr& ptr) override; void getObjectsInRange (const osg::Vec3f& position, float radius, std::vector& objects) override; void getActorsInRange(const osg::Vec3f &position, float radius, std::vector &objects) override; /// Check if there are actors in selected range bool isAnyActorInRange(const osg::Vec3f &position, float radius) override; std::list getActorsSidingWith(const MWWorld::Ptr& actor) override; std::list getActorsFollowing(const MWWorld::Ptr& actor) override; std::list getActorsFollowingIndices(const MWWorld::Ptr& actor) override; std::map getActorsFollowingByIndex(const MWWorld::Ptr& actor) override; std::list getActorsFighting(const MWWorld::Ptr& actor) override; std::list getEnemiesNearby(const MWWorld::Ptr& actor) override; /// Recursive version of getActorsFollowing void getActorsFollowing(const MWWorld::Ptr& actor, std::set& out) override; /// Recursive version of getActorsSidingWith void getActorsSidingWith(const MWWorld::Ptr& actor, std::set& out) override; bool toggleAI() override; bool isAIActive() override; void playerLoaded() override; bool onOpen(const MWWorld::Ptr& ptr) override; void onClose(const MWWorld::Ptr& ptr) override; int countSavedGameRecords() const override; void write (ESM::ESMWriter& writer, Loading::Listener& listener) const override; void readRecord (ESM::ESMReader& reader, uint32_t type) override; void clear() override; bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) override; void resurrect(const MWWorld::Ptr& ptr) override; bool isCastingSpell (const MWWorld::Ptr& ptr) const override; bool isReadyToBlock (const MWWorld::Ptr& ptr) const override; /// Is \a ptr casting spell or using weapon now? bool isAttackingOrSpell(const MWWorld::Ptr &ptr) const override; /* Start of tes3mp addition Make it possible to set the attackingOrSpell state from elsewhere in the code */ virtual void setAttackingOrSpell(const MWWorld::Ptr &ptr, bool state) const override; /* End of tes3mp addition */ void castSpell(const MWWorld::Ptr& ptr, const std::string spellId, bool manualSpell=false) override; void processChangedSettings(const Settings::CategorySettingVector& settings) override; float getActorsProcessingRange() const override; void notifyDied(const MWWorld::Ptr& actor) override; /// Check if the target actor was detected by an observer /// If the observer is a non-NPC, check all actors in AI processing distance as observers bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) override; void confiscateStolenItems (const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer) override; /// List the owners that the player has stolen this item from (the owner can be an NPC or a faction). /// std::vector > getStolenItemOwners(const std::string& itemid) override; /// Has the player stolen this item from the given owner? bool isItemStolenFrom(const std::string& itemid, const MWWorld::Ptr& ptr) override; bool isBoundItem(const MWWorld::Ptr& item) override; /* Start of tes3mp addition Make it possible to check if an itemId corresponds to a bound item */ virtual bool isBoundItem(std::string itemId); /* End of tes3mp addition */ /// @return is \a ptr allowed to take/use \a target or is it a crime? bool isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim) override; void setWerewolf(const MWWorld::Ptr& actor, bool werewolf) override; void applyWerewolfAcrobatics(const MWWorld::Ptr& actor) override; void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) override; void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) override; bool isAttackPreparing(const MWWorld::Ptr& ptr) override; bool isRunning(const MWWorld::Ptr& ptr) override; bool isSneaking(const MWWorld::Ptr& ptr) override; void reportStats(unsigned int frameNumber, osg::Stats& stats) const override; int getGreetingTimer(const MWWorld::Ptr& ptr) const override; float getAngleToPlayer(const MWWorld::Ptr& ptr) const override; GreetingState getGreetingState(const MWWorld::Ptr& ptr) const override; bool isTurningToPlayer(const MWWorld::Ptr& ptr) const override; void restoreStatsAfterCorprus(const MWWorld::Ptr& actor, const std::string& sourceId) override; private: bool canCommitCrimeAgainst(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker); bool canReportCrime(const MWWorld::Ptr &actor, const MWWorld::Ptr &victim, std::set &playerFollowers); bool reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim, OffenseType type, const std::string& factionId, int arg=0); }; } #endif