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			131 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			131 lines
		
	
	
	
		
			4.7 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 <map>
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#include "character.hpp"
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#include "movement.hpp"
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#include "../mwbase/world.hpp"
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namespace Ogre
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{
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    class Vector3;
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}
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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 Actors
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    {
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            std::map<std::string, int> mDeathCount;
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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);
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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);
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            void updateCrimePersuit (const MWWorld::Ptr& ptr, float duration);
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            void killDeadActors ();
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        public:
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            Actors();
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            ~Actors();
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            typedef std::map<MWWorld::Ptr,CharacterController*> PtrControllerMap;
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            PtrControllerMap::const_iterator begin() { return mActors.begin(); }
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            PtrControllerMap::const_iterator end() { return mActors.end(); }
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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 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, bool againstPlayer);
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            void restoreDynamicStats(bool sleep);
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            ///< If the player is 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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            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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        void forceStateUpdate(const MWWorld::Ptr &ptr);
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        void playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number);
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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 getObjectsInRange(const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& out);
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            ///Returns the list of actors which are following the given actor
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            /**ie AiFollow is active and the target is the actor **/
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            std::list<MWWorld::Ptr> getActorsFollowing(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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            void write (ESM::ESMWriter& writer, Loading::Listener& listener) const;
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            void readRecord (ESM::ESMReader& reader, int32_t type);
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            void clear(); // Clear death counter
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    private:
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        PtrControllerMap mActors;
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    };
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}
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#endif
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