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openmw-tes3mp/apps/openmw/mwmechanics/actors.hpp

213 lines
8.3 KiB
C++

#ifndef GAME_MWMECHANICS_ACTORS_H
#define GAME_MWMECHANICS_ACTORS_H
#include <set>
#include <vector>
#include <string>
#include <list>
#include <map>
namespace ESM
{
class ESMReader;
class ESMWriter;
}
namespace osg
{
class Vec3f;
}
namespace Loading
{
class Listener;
}
namespace MWWorld
{
class Ptr;
class CellStore;
}
namespace MWMechanics
{
class Actor;
class CharacterController;
class CreatureStats;
class Actors
{
std::map<std::string, int> mDeathCount;
void addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
void removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
void adjustMagicEffects (const MWWorld::Ptr& creature);
void calculateDynamicStats (const MWWorld::Ptr& ptr);
void calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration);
void calculateNpcStatModifiers (const MWWorld::Ptr& ptr, float duration);
void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
void updateDrowning (const MWWorld::Ptr& ptr, float duration, bool isKnockedOut, bool isPlayer);
void updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip);
void updateCrimePursuit (const MWWorld::Ptr& ptr, float duration);
void killDeadActors ();
void purgeSpellEffects (int casterActorId);
public:
Actors();
~Actors();
typedef std::map<MWWorld::Ptr,Actor*> PtrActorMap;
PtrActorMap::const_iterator begin() { return mActors.begin(); }
PtrActorMap::const_iterator end() { return mActors.end(); }
void notifyDied(const MWWorld::Ptr &actor);
/// 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);
/// 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);
void updateProcessingRange();
float getProcessingRange() const;
void addActor (const MWWorld::Ptr& ptr, bool updateImmediately=false);
///< Register an actor for stats management
///
/// \note Dead actors are ignored.
void removeActor (const MWWorld::Ptr& ptr);
///< Deregister an actor for stats management
///
/// \note Ignored, if \a ptr is not a registered actor.
void castSpell(const MWWorld::Ptr& ptr, const std::string spellId, bool manualSpell=false);
void updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr& ptr);
///< Updates an actor with a new Ptr
void dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore);
///< Deregister all actors (except for \a ignore) in the given cell.
void updateCombatMusic();
///< Update combat music state
void update (float duration, bool paused);
///< Update actor stats and store desired velocity vectors in \a movement
void updateActor (const MWWorld::Ptr& ptr, float duration);
///< This function is normally called automatically during the update process, but it can
/// also be called explicitly at any time to force an update.
/** Start combat between two actors
@Notes: If againstPlayer = true then actor2 should be the Player.
If one of the combatants is creature it should be actor1.
*/
void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies, bool againstPlayer);
void playIdleDialogue(const MWWorld::Ptr& actor);
void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance);
void rest(double hours, bool sleep);
///< Update actors while the player is waiting or sleeping.
void updateSneaking(CharacterController* ctrl, float duration);
///< Update the sneaking indicator state according to the given player character controller.
void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep);
int getHoursToRest(const MWWorld::Ptr& ptr) const;
///< Calculate how many hours the given actor needs to rest in order to be fully healed
void fastForwardAi();
///< Simulate the passing of time
int countDeaths (const std::string& id) const;
///< 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
*/
void setDeaths(const std::string& refId, int number);
/*
End of tes3mp addition
*/
bool isAttackPreparing(const MWWorld::Ptr& ptr);
bool isRunning(const MWWorld::Ptr& ptr);
bool isSneaking(const MWWorld::Ptr& ptr);
void forceStateUpdate(const MWWorld::Ptr &ptr);
bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist=false);
void skipAnimation(const MWWorld::Ptr& ptr);
bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName);
void persistAnimationStates();
void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out);
bool isAnyObjectInRange(const osg::Vec3f& position, float radius);
void cleanupSummonedCreature (CreatureStats& casterStats, int creatureActorId);
///Returns the list of actors which are siding with the given actor in fights
/**ie AiFollow or AiEscort is active and the target is the actor **/
std::list<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor);
std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
/// Recursive version of getActorsFollowing
void getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out);
/// Recursive version of getActorsSidingWith
void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out);
/// Recursive version of getActorsSidingWith that takes, adds to and returns a cache of actors mapped to their allies
void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies);
/// Get the list of AiFollow::mFollowIndex for all actors following this target
std::list<int> getActorsFollowingIndices(const MWWorld::Ptr& actor);
///Returns the list of actors which are fighting the given actor
/**ie AiCombat is active and the target is the actor **/
std::list<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor);
/// Unlike getActorsFighting, also returns actors that *would* fight the given actor if they saw him.
std::list<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor);
void write (ESM::ESMWriter& writer, Loading::Listener& listener) const;
void readRecord (ESM::ESMReader& reader, uint32_t type);
void clear(); // Clear death counter
bool isCastingSpell(const MWWorld::Ptr& ptr) const;
bool isReadyToBlock(const MWWorld::Ptr& ptr) const;
bool isAttackingOrSpell(const MWWorld::Ptr& ptr) const;
private:
void updateVisibility (const MWWorld::Ptr& ptr, CharacterController* ctrl);
PtrActorMap mActors;
float mTimerDisposeSummonsCorpses;
float mActorsProcessingRange;
};
}
#endif