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openmw-tes3coop/apps/openmw/mwbase/mechanicsmanager.hpp

277 lines
13 KiB
C++

#ifndef GAME_MWBASE_MECHANICSMANAGER_H
#define GAME_MWBASE_MECHANICSMANAGER_H
#include <string>
#include <vector>
#include <list>
#include <set>
#include <stdint.h>
#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<MWWorld::Ptr>& objects) = 0;
virtual void getActorsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &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<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor) = 0;
virtual std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) = 0;
virtual std::list<int> 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<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor) = 0;
virtual std::list<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor) = 0;
/// Recursive versions of above methods
virtual void getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) = 0;
virtual void getActorsSidingWith(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& 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).
/// <Owner, item count>
virtual std::vector<std::pair<std::string, int> > 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