#ifndef GAME_MWMECHANICS_MECHANICSMANAGERIMP_H #define GAME_MWMECHANICS_MECHANICSMANAGERIMP_H #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 { MWWorld::Ptr mWatched; AttributeValue mWatchedAttributes[8]; SkillValue mWatchedSkills[27]; DynamicStat mWatchedHealth; DynamicStat mWatchedMagicka; DynamicStat mWatchedFatigue; float mWatchedTimeToStartDrowning; bool mWatchedStatsEmpty; bool mUpdatePlayer; bool mClassSelected; bool mRaceSelected; bool mAI;///< is AI active? Objects mObjects; Actors mActors; typedef std::pair Owner; // < Owner id, bool isFaction > typedef std::map OwnerMap; // < Owner, number of stolen items with this id from this owner > typedef std::map 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(); virtual void add (const MWWorld::Ptr& ptr); ///< Register an object for management virtual void remove (const MWWorld::Ptr& ptr); ///< Deregister an object for management virtual void updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr); ///< Moves an object to a new cell virtual void drop(const MWWorld::CellStore *cellStore); ///< Deregister all objects in the given cell. virtual void watchActor(const MWWorld::Ptr& ptr); ///< On each update look for changes in a previously registered actor and update the /// GUI accordingly. virtual void update (float duration, bool paused); ///< Update objects /// /// \param paused In game type does not currently advance (this usually means some GUI /// component is up). virtual void advanceTime (float duration); virtual void setPlayerName (const std::string& name); ///< Set player name. virtual void setPlayerRace (const std::string& id, bool male, const std::string &head, const std::string &hair); ///< Set player race. virtual void setPlayerBirthsign (const std::string& id); ///< Set player birthsign. virtual void setPlayerClass (const std::string& id); ///< Set player class to stock class. virtual void setPlayerClass (const ESM::Class& class_); ///< Set player class to custom class. virtual void rest(bool sleep); ///< 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; ///< 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); ///< 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); ///< Calculate the diposition of an NPC toward the player. virtual int countDeaths (const std::string& id) const; ///< 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 */ virtual void getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type, bool& success, float& tempChange, float& permChange); ///< Perform a persuasion action on NPC /// 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); /// Makes \a ptr fight \a target. Also shouts a combat taunt. virtual void startCombat (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target); /** * @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); /// @return false if the attack was considered a "friendly hit" and forgiven virtual bool actorAttacked (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker); /// 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); /// 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); /// 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); /// 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 virtual bool sleepInBed (const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed); virtual void forceStateUpdate(const MWWorld::Ptr &ptr); /// Attempt to play an animation group /// @return Success or error virtual bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist=false); virtual void skipAnimation(const MWWorld::Ptr& ptr); virtual bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string &groupName); virtual void persistAnimationStates(); /// 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); virtual void getObjectsInRange (const osg::Vec3f& position, float radius, std::vector& objects); virtual void getActorsInRange(const osg::Vec3f &position, float radius, std::vector &objects); /// Check if there are actors in selected range virtual bool isAnyActorInRange(const osg::Vec3f &position, float radius); virtual std::list getActorsSidingWith(const MWWorld::Ptr& actor); virtual std::list getActorsFollowing(const MWWorld::Ptr& actor); virtual std::list getActorsFollowingIndices(const MWWorld::Ptr& actor); virtual std::list getActorsFighting(const MWWorld::Ptr& actor); virtual std::list getEnemiesNearby(const MWWorld::Ptr& actor); /// Recursive version of getActorsFollowing virtual void getActorsFollowing(const MWWorld::Ptr& actor, std::set& out); /// Recursive version of getActorsSidingWith virtual void getActorsSidingWith(const MWWorld::Ptr& actor, std::set& out); virtual bool toggleAI(); virtual bool isAIActive(); virtual void playerLoaded(); virtual int countSavedGameRecords() const; virtual void write (ESM::ESMWriter& writer, Loading::Listener& listener) const; virtual void readRecord (ESM::ESMReader& reader, uint32_t type); virtual void clear(); virtual bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target); virtual void keepPlayerAlive(); virtual bool isCastingSpell (const MWWorld::Ptr& ptr) const; virtual bool isReadyToBlock (const MWWorld::Ptr& ptr) const; /// Is \a ptr casting spell or using weapon now? virtual bool isAttackingOrSpell(const MWWorld::Ptr &ptr) const; virtual void castSpell(const MWWorld::Ptr& ptr, const std::string spellId, bool manualSpell=false); /// 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); virtual void confiscateStolenItems (const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer); /// 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); /// Has the player stolen this item from the given owner? virtual bool isItemStolenFrom(const std::string& itemid, const MWWorld::Ptr& ptr); virtual bool isBoundItem(const MWWorld::Ptr& item); /// @return is \a ptr allowed to take/use \a target or is it a crime? virtual bool isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim); virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf); virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor); virtual void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId); virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count); virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr); virtual bool isRunning(const MWWorld::Ptr& ptr); virtual bool isSneaking(const MWWorld::Ptr& ptr); private: bool canReportCrime(const MWWorld::Ptr &actor, const MWWorld::Ptr &victim, std::set &playerFollowers); bool reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim, OffenseType type, int arg=0); }; } #endif