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241 lines
11 KiB
C++
241 lines
11 KiB
C++
#ifndef GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
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#define GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "creaturestats.hpp"
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#include "npcstats.hpp"
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#include "objects.hpp"
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#include "actors.hpp"
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namespace MWWorld
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{
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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 MechanicsManager : public MWBase::MechanicsManager
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{
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MWWorld::Ptr mWatched;
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AttributeValue mWatchedAttributes[8];
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SkillValue mWatchedSkills[27];
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DynamicStat<float> mWatchedHealth;
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DynamicStat<float> mWatchedMagicka;
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DynamicStat<float> mWatchedFatigue;
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float mWatchedTimeToStartDrowning;
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bool mWatchedStatsEmpty;
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bool mUpdatePlayer;
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bool mClassSelected;
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bool mRaceSelected;
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bool mAI;///< is AI active?
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Objects mObjects;
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Actors mActors;
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typedef std::pair<std::string, bool> Owner; // < Owner id, bool isFaction >
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typedef std::map<Owner, int> OwnerMap; // < Owner, number of stolen items with this id from this owner >
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typedef std::map<std::string, OwnerMap> StolenItemsMap;
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StolenItemsMap mStolenItems;
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public:
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void buildPlayer();
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///< build player according to stored class/race/birthsign information. Will
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/// default to the values of the ESM::NPC object, if no explicit information is given.
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MechanicsManager();
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virtual void add (const MWWorld::Ptr& ptr);
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///< Register an object for management
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virtual void remove (const MWWorld::Ptr& ptr);
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///< Deregister an object for management
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virtual void updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr);
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///< Moves an object to a new cell
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virtual void drop(const MWWorld::CellStore *cellStore);
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///< Deregister all objects in the given cell.
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virtual void watchActor(const MWWorld::Ptr& ptr);
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///< On each update look for changes in a previously registered actor and update the
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/// GUI accordingly.
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virtual void update (float duration, bool paused);
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///< Update objects
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///
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/// \param paused In game type does not currently advance (this usually means some GUI
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/// component is up).
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virtual void advanceTime (float duration);
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virtual void setPlayerName (const std::string& name);
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///< Set player name.
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virtual void setPlayerRace (const std::string& id, bool male, const std::string &head, const std::string &hair);
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///< Set player race.
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virtual void setPlayerBirthsign (const std::string& id);
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///< Set player birthsign.
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virtual void setPlayerClass (const std::string& id);
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///< Set player class to stock class.
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virtual void setPlayerClass (const ESM::Class& class_);
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///< Set player class to custom class.
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virtual void rest(bool sleep);
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///< If the player is sleeping or waiting, this should be called every hour.
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/// @param sleep is the player sleeping or waiting?
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virtual int getHoursToRest() const;
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///< Calculate how many hours the player needs to rest in order to be fully healed
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virtual int getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying);
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///< This is used by every service to determine the price of objects given the trading skills of the player and NPC.
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virtual int getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange = true);
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///< Calculate the diposition of an NPC toward the player.
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virtual 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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virtual void getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type, bool& success, float& tempChange, float& permChange);
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///< Perform a persuasion action on NPC
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/// Check if \a observer is potentially aware of \a ptr. Does not do a line of sight check!
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virtual bool awarenessCheck (const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer);
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/// Makes \a ptr fight \a target. Also shouts a combat taunt.
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virtual void startCombat (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target);
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/**
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* @note victim may be empty
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* @param arg Depends on \a type, e.g. for Theft, the value of the item that was stolen.
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* @param victimAware Is the victim already aware of the crime?
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* If this parameter is false, it will be determined by a line-of-sight and awareness check.
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* @return was the crime seen?
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*/
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virtual bool commitCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
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OffenseType type, int arg=0, bool victimAware=false);
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/// @return false if the attack was considered a "friendly hit" and forgiven
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virtual bool actorAttacked (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker);
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/// Notify that actor was killed, add a murder bounty if applicable
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/// @note No-op for non-player attackers
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virtual void actorKilled (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker);
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/// Utility to check if taking this item is illegal and calling commitCrime if so
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/// @param container The container the item is in; may be empty for an item in the world
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virtual void itemTaken (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, const MWWorld::Ptr& container,
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int count, bool alarm = true);
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/// Utility to check if opening (i.e. unlocking) this object is illegal and calling commitCrime if so
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virtual void objectOpened (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item);
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/// Attempt sleeping in a bed. If this is illegal, call commitCrime.
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/// @return was it illegal, and someone saw you doing it? Also returns fail when enemies are nearby
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virtual bool sleepInBed (const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed);
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virtual void forceStateUpdate(const MWWorld::Ptr &ptr);
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/// Attempt to play an animation group
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/// @return Success or error
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virtual bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist=false);
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virtual void skipAnimation(const MWWorld::Ptr& ptr);
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virtual bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string &groupName);
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virtual void persistAnimationStates();
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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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virtual void updateMagicEffects (const MWWorld::Ptr& ptr);
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virtual void getObjectsInRange (const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects);
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virtual void getActorsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects);
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/// Check if there are actors in selected range
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virtual bool isAnyActorInRange(const osg::Vec3f &position, float radius);
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virtual std::list<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor);
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virtual std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
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virtual std::list<int> getActorsFollowingIndices(const MWWorld::Ptr& actor);
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virtual std::list<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor);
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virtual std::list<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor);
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/// Recursive version of getActorsFollowing
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virtual void getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out);
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/// Recursive version of getActorsSidingWith
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virtual void getActorsSidingWith(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out);
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virtual bool toggleAI();
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virtual bool isAIActive();
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virtual void playerLoaded();
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virtual int countSavedGameRecords() const;
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virtual void write (ESM::ESMWriter& writer, Loading::Listener& listener) const;
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virtual void readRecord (ESM::ESMReader& reader, uint32_t type);
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virtual void clear();
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virtual bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target);
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virtual void keepPlayerAlive();
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virtual bool isCastingSpell (const MWWorld::Ptr& ptr) const;
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virtual bool isReadyToBlock (const MWWorld::Ptr& ptr) const;
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/// Is \a ptr casting spell or using weapon now?
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virtual bool isAttackingOrSpell(const MWWorld::Ptr &ptr) const;
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virtual void castSpell(const MWWorld::Ptr& ptr, const std::string spellId, bool manualSpell=false);
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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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virtual bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer);
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virtual void confiscateStolenItems (const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer);
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/// List the owners that the player has stolen this item from (the owner can be an NPC or a faction).
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/// <Owner, item count>
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virtual std::vector<std::pair<std::string, int> > getStolenItemOwners(const std::string& itemid);
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/// Has the player stolen this item from the given owner?
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virtual bool isItemStolenFrom(const std::string& itemid, const MWWorld::Ptr& ptr);
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virtual bool isBoundItem(const MWWorld::Ptr& item);
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/// @return is \a ptr allowed to take/use \a target or is it a crime?
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virtual bool isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim);
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virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf);
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virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor);
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virtual void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId);
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virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count);
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virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr);
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virtual bool isRunning(const MWWorld::Ptr& ptr);
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virtual bool isSneaking(const MWWorld::Ptr& ptr);
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private:
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bool canReportCrime(const MWWorld::Ptr &actor, const MWWorld::Ptr &victim, std::set<MWWorld::Ptr> &playerFollowers);
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bool reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
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OffenseType type, int arg=0);
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};
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}
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#endif
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