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175 lines
7.2 KiB
C++
175 lines
7.2 KiB
C++
#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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#include <list>
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#include "../mwbase/world.hpp"
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#include "movement.hpp"
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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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namespace MWMechanics
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{
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class Actor;
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class CreatureStats;
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class Actors
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{
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std::map<std::string, int> mDeathCount;
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void addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
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void removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
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void updateNpc(const MWWorld::Ptr &ptr, float duration);
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void adjustMagicEffects (const MWWorld::Ptr& creature);
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void calculateDynamicStats (const MWWorld::Ptr& ptr);
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void calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration);
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void calculateNpcStatModifiers (const MWWorld::Ptr& ptr, float duration);
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void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
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void updateDrowning (const MWWorld::Ptr& ptr, float duration);
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void updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip);
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void updateCrimePursuit (const MWWorld::Ptr& ptr, float duration);
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void killDeadActors ();
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void purgeSpellEffects (int casterActorId);
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public:
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Actors();
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~Actors();
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typedef std::map<MWWorld::Ptr,Actor*> PtrActorMap;
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PtrActorMap::const_iterator begin() { return mActors.begin(); }
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PtrActorMap::const_iterator end() { return mActors.end(); }
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/// Check if the target actor was detected by an observer
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/// If the observer is a non-NPC, check all actors in AI processing distance as observers
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bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer);
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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);
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void addActor (const MWWorld::Ptr& ptr, bool updateImmediately=false);
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///< Register an actor for stats management
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///
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/// \note Dead actors are ignored.
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void removeActor (const MWWorld::Ptr& ptr);
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///< Deregister an actor for stats management
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///
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/// \note Ignored, if \a ptr is not a registered actor.
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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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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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void updateCombatMusic();
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///< Update combat music state
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void update (float duration, bool paused);
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///< Update actor stats and store desired velocity vectors in \a movement
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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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/** 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, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies, bool againstPlayer);
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void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
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MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance);
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void rest(bool sleep);
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///< Update actors while the player is waiting or sleeping. This should be called every hour.
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void restoreDynamicStats(const MWWorld::Ptr& actor, bool sleep);
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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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void fastForwardAi();
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///< Simulate the passing of time
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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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bool isAttackPrepairing(const MWWorld::Ptr& ptr);
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bool isRunning(const MWWorld::Ptr& ptr);
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bool isSneaking(const MWWorld::Ptr& ptr);
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void forceStateUpdate(const MWWorld::Ptr &ptr);
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bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist=false);
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void skipAnimation(const MWWorld::Ptr& ptr);
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bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName);
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void persistAnimationStates();
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void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out);
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bool isAnyObjectInRange(const osg::Vec3f& position, float radius);
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void cleanupSummonedCreature (CreatureStats& casterStats, int creatureActorId);
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///Returns the list of actors which are siding with the given actor in fights
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/**ie AiFollow or AiEscort is active and the target is the actor **/
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std::list<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor);
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std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
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/// Recursive version of getActorsFollowing
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void getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out);
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/// Recursive version of getActorsSidingWith
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void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out);
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/// Recursive version of getActorsSidingWith that takes, adds to and returns a cache of actors mapped to their allies
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void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies);
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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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///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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/// Unlike getActorsFighting, also returns actors that *would* fight the given actor if they saw him.
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std::list<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor);
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void write (ESM::ESMWriter& writer, Loading::Listener& listener) const;
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void readRecord (ESM::ESMReader& reader, uint32_t type);
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void clear(); // Clear death counter
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bool isReadyToBlock(const MWWorld::Ptr& ptr) const;
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bool isAttackingOrSpell(const MWWorld::Ptr& ptr) const;
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private:
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PtrActorMap mActors;
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float mTimerDisposeSummonsCorpses;
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};
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}
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#endif
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