#ifndef GAME_MWBASE_MECHANICSMANAGER_H #define GAME_MWBASE_MECHANICSMANAGER_H #include #include #include #include #include #include "../mwworld/ptr.hpp" namespace osg { class Vec3f; } namespace ESM { struct Class; class ESMReader; class ESMWriter; } namespace MWWorld { class Ptr; class CellStore; class CellRef; } namespace Loading { class Listener; } namespace MWBase { /// \brief Interface for game mechanics manager (implemented in MWMechanics) class MechanicsManager { MechanicsManager (const MechanicsManager&); ///< not implemented MechanicsManager& operator= (const MechanicsManager&); ///< not implemented public: MechanicsManager() {} virtual ~MechanicsManager() {} virtual void add (const MWWorld::Ptr& ptr) = 0; ///< Register an object for management virtual void remove (const MWWorld::Ptr& ptr) = 0; ///< Deregister an object for management virtual void updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) = 0; ///< Moves an object to a new cell virtual void drop (const MWWorld::CellStore *cellStore) = 0; ///< Deregister all objects in the given cell. virtual void watchActor (const MWWorld::Ptr& ptr) = 0; ///< On each update look for changes in a previously registered actor and update the /// GUI accordingly. virtual void update (float duration, bool paused) = 0; ///< Update objects /// /// \param paused In game type does not currently advance (this usually means some GUI /// component is up). virtual void advanceTime (float duration) = 0; virtual void setPlayerName (const std::string& name) = 0; ///< Set player name. virtual void setPlayerRace (const std::string& id, bool male, const std::string &head, const std::string &hair) = 0; ///< Set player race. virtual void setPlayerBirthsign (const std::string& id) = 0; ///< Set player birthsign. virtual void setPlayerClass (const std::string& id) = 0; ///< Set player class to stock class. virtual void setPlayerClass (const ESM::Class& class_) = 0; ///< Set player class to custom class. virtual void rest(bool sleep) = 0; ///< If the player is sleeping or waiting, this should be called every hour. /// @param sleep is the player sleeping or waiting? virtual int getHoursToRest() const = 0; ///< Calculate how many hours the player needs to rest in order to be fully healed virtual int getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying) = 0; ///< This is used by every service to determine the price of objects given the trading skills of the player and NPC. virtual int getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange = true) = 0; ///< Calculate the diposition of an NPC toward the player. virtual int countDeaths (const std::string& id) const = 0; ///< 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) = 0; /* End of tes3mp addition */ /// Check if \a observer is potentially aware of \a ptr. Does not do a line of sight check! virtual bool awarenessCheck (const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer) = 0; /// Makes \a ptr fight \a target. Also shouts a combat taunt. virtual void startCombat (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) = 0; enum OffenseType { OT_Theft, // Taking items owned by an NPC or a faction you are not a member of OT_Assault, // Attacking a peaceful NPC OT_Murder, // Murdering a peaceful NPC OT_Trespassing, // Picking the lock of an owned door/chest OT_SleepingInOwnedBed, // Sleeping in a bed owned by an NPC or a faction you are not a member of OT_Pickpocket // Entering pickpocket mode, leaving it, and being detected. Any items stolen are a separate crime (Theft) }; /** * @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? */ virtual bool commitCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim, OffenseType type, int arg=0, bool victimAware=false) = 0; /// @return false if the attack was considered a "friendly hit" and forgiven virtual bool actorAttacked (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) = 0; /// Notify that actor was killed, add a murder bounty if applicable /// @note No-op for non-player attackers virtual void actorKilled (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) = 0; /// 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 virtual void itemTaken (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, const MWWorld::Ptr& container, int count, bool alarm = true) = 0; /// Utility to check if opening (i.e. unlocking) this object is illegal and calling commitCrime if so virtual void objectOpened (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item) = 0; /// Attempt sleeping in a bed. If this is illegal, call commitCrime. /// @return was it illegal, and someone saw you doing it? virtual bool sleepInBed (const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed) = 0; enum PersuasionType { PT_Admire, PT_Intimidate, PT_Taunt, PT_Bribe10, PT_Bribe100, PT_Bribe1000 }; virtual void getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type, bool& success, float& tempChange, float& permChange) = 0; ///< Perform a persuasion action on NPC virtual void forceStateUpdate(const MWWorld::Ptr &ptr) = 0; ///< Forces an object to refresh its animation state. virtual bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number=1, bool persist=false) = 0; ///< Run animation for a MW-reference. Calls to this function for references that are currently not /// in the scene should be ignored. /// /// \param mode 0 normal, 1 immediate start, 2 immediate loop /// \param count How many times the animation should be run /// \param persist Whether the animation state should be stored in saved games /// and persist after cell unload. /// \return Success or error virtual void skipAnimation(const MWWorld::Ptr& ptr) = 0; ///< Skip the animation for the given MW-reference for one frame. Calls to this function for /// references that are currently not in the scene should be ignored. virtual bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) = 0; /// Save the current animation state of managed references to their RefData. virtual void persistAnimationStates() = 0; /// 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) virtual void updateMagicEffects (const MWWorld::Ptr& ptr) = 0; virtual bool toggleAI() = 0; virtual bool isAIActive() = 0; virtual void getObjectsInRange (const osg::Vec3f& position, float radius, std::vector& objects) = 0; virtual void getActorsInRange(const osg::Vec3f &position, float radius, std::vector &objects) = 0; /// Check if there are actors in selected range virtual bool isAnyActorInRange(const osg::Vec3f &position, float radius) = 0; ///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 **/ virtual std::list getActorsSidingWith(const MWWorld::Ptr& actor) = 0; virtual std::list getActorsFollowing(const MWWorld::Ptr& actor) = 0; virtual std::list getActorsFollowingIndices(const MWWorld::Ptr& actor) = 0; ///Returns a list of actors who are fighting the given actor within the fAlarmDistance /** ie AiCombat is active and the target is the actor **/ virtual std::list getActorsFighting(const MWWorld::Ptr& actor) = 0; virtual std::list getEnemiesNearby(const MWWorld::Ptr& actor) = 0; /// Recursive versions of above methods virtual void getActorsFollowing(const MWWorld::Ptr& actor, std::set& out) = 0; virtual void getActorsSidingWith(const MWWorld::Ptr& actor, std::set& out) = 0; virtual void playerLoaded() = 0; virtual int countSavedGameRecords() const = 0; virtual void write (ESM::ESMWriter& writer, Loading::Listener& listener) const = 0; virtual void readRecord (ESM::ESMReader& reader, uint32_t type) = 0; virtual void clear() = 0; virtual bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) = 0; /// Resurrects the player if necessary virtual void keepPlayerAlive() = 0; virtual bool isCastingSpell (const MWWorld::Ptr& ptr) const = 0; virtual bool isReadyToBlock (const MWWorld::Ptr& ptr) const = 0; virtual bool isAttackingOrSpell(const MWWorld::Ptr &ptr) const = 0; virtual void castSpell(const MWWorld::Ptr& ptr, const std::string spellId, bool manualSpell) = 0; /// 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 virtual bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) = 0; virtual void confiscateStolenItems (const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer) = 0; /// List the owners that the player has stolen this item from (the owner can be an NPC or a faction). /// virtual std::vector > getStolenItemOwners(const std::string& itemid) = 0; /// Has the player stolen this item from the given owner? virtual bool isItemStolenFrom(const std::string& itemid, const MWWorld::Ptr& ptr) = 0; virtual bool isBoundItem(const MWWorld::Ptr& item) = 0; virtual bool isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim) = 0; /// Turn actor into werewolf or normal form. virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf) = 0; /// Sets the NPC's Acrobatics skill to match the fWerewolfAcrobatics GMST. /// It only applies to the current form the NPC is in. virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor) = 0; virtual void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) = 0; virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) = 0; virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr) = 0; virtual bool isRunning(const MWWorld::Ptr& ptr) = 0; virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0; }; } #endif