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

275 lines
13 KiB
C++

#ifndef GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
#define GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
#include <components/settings/settings.hpp>
#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<std::string, bool> Owner; // < Owner id, bool isFaction >
typedef std::map<Owner, int> OwnerMap; // < Owner, number of stolen items with this id from this owner >
typedef std::map<std::string, OwnerMap> 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<MWWorld::Ptr>& objects) override;
void getActorsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects) override;
/// Check if there are actors in selected range
bool isAnyActorInRange(const osg::Vec3f &position, float radius) override;
std::list<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor) override;
std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) override;
std::list<int> getActorsFollowingIndices(const MWWorld::Ptr& actor) override;
std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor) override;
std::list<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor) override;
std::list<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor) override;
/// Recursive version of getActorsFollowing
void getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) override;
/// Recursive version of getActorsSidingWith
void getActorsSidingWith(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& 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).
/// <Owner, item count>
std::vector<std::pair<std::string, int> > 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<MWWorld::Ptr> &playerFollowers);
bool reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
OffenseType type, const std::string& factionId, int arg=0);
};
}
#endif