2012-08-11 17:30:55 +02:00
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#ifndef GAME_MWBASE_MECHANICSMANAGER_H
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#define GAME_MWBASE_MECHANICSMANAGER_H
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#include <string>
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#include <vector>
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2014-01-12 14:02:15 +01:00
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#include <list>
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2014-06-13 01:24:58 +02:00
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#include <stdint.h>
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2012-08-11 17:30:55 +02:00
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2015-06-01 21:41:13 +02:00
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namespace osg
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2012-08-11 17:30:55 +02:00
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{
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class Vec3f;
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}
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namespace ESM
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{
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struct Class;
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class ESMReader;
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class ESMWriter;
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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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class CellRef;
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}
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2014-06-13 01:24:58 +02:00
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namespace Loading
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{
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class Listener;
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}
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2012-08-11 17:30:55 +02:00
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namespace MWBase
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{
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/// \brief Interface for game mechanics manager (implemented in MWMechanics)
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class MechanicsManager
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{
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MechanicsManager (const MechanicsManager&);
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///< not implemented
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MechanicsManager& operator= (const MechanicsManager&);
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///< not implemented
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public:
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MechanicsManager() {}
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virtual ~MechanicsManager() {}
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virtual void add (const MWWorld::Ptr& ptr) = 0;
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///< Register an object for management
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virtual void remove (const MWWorld::Ptr& ptr) = 0;
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///< Deregister an object for management
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virtual void updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) = 0;
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///< Moves an object to a new cell
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virtual void drop (const MWWorld::CellStore *cellStore) = 0;
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///< Deregister all objects in the given cell.
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virtual void watchActor (const MWWorld::Ptr& ptr) = 0;
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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) = 0;
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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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2013-11-19 16:42:24 +01:00
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virtual void advanceTime (float duration) = 0;
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virtual void setPlayerName (const std::string& name) = 0;
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///< Set player name.
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2012-11-10 11:41:12 +04:00
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virtual void setPlayerRace (const std::string& id, bool male, const std::string &head, const std::string &hair) = 0;
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///< Set player race.
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virtual void setPlayerBirthsign (const std::string& id) = 0;
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///< Set player birthsign.
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virtual void setPlayerClass (const std::string& id) = 0;
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///< Set player class to stock class.
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virtual void setPlayerClass (const ESM::Class& class_) = 0;
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///< Set player class to custom class.
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2014-01-14 02:20:13 +01:00
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virtual void rest(bool sleep) = 0;
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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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2014-01-14 02:52:34 +01:00
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virtual int getHoursToRest() const = 0;
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///< Calculate how many hours the player needs to rest in order to be fully healed
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2012-11-09 14:42:09 +01:00
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virtual int getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying) = 0;
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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) = 0;
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///< Calculate the diposition of an NPC toward the player.
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2013-03-16 22:53:33 +01:00
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2012-10-27 11:33:18 +02:00
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virtual int countDeaths (const std::string& id) const = 0;
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///< Return the number of deaths for actors with the given ID.
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2014-01-07 00:51:09 +01:00
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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) = 0;
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2014-05-06 00:13:31 +02:00
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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) = 0;
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2014-01-07 19:49:16 +01:00
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enum OffenseType
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{
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OT_Theft, // Taking items owned by an NPC or a faction you are not a member of
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OT_Assault, // Attacking a peaceful NPC
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OT_Murder, // Murdering a peaceful NPC
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OT_Trespassing, // Picking the lock of an owned door/chest
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OT_SleepingInOwnedBed, // Sleeping in a bed owned by an NPC or a faction you are not a member of
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OT_Pickpocket // Entering pickpocket mode, leaving it, and being detected. Any items stolen are a separate crime (Theft)
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};
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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?
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virtual bool sleepInBed (const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed) = 0;
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enum PersuasionType
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{
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PT_Admire,
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PT_Intimidate,
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PT_Taunt,
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PT_Bribe10,
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PT_Bribe100,
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PT_Bribe1000
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};
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virtual void getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type,
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float currentTemporaryDispositionDelta, bool& success, float& tempChange, float& permChange) = 0;
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///< Perform a persuasion action on NPC
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virtual void forceStateUpdate(const MWWorld::Ptr &ptr) = 0;
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///< Forces an object to refresh its animation state.
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virtual bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number=1) = 0;
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///< Run animation for a MW-reference. Calls to this function for references that are currently not
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/// in the scene should be ignored.
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///
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/// \param mode 0 normal, 1 immediate start, 2 immediate loop
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/// \param count How many times the animation should be run
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/// \return Success or error
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virtual void skipAnimation(const MWWorld::Ptr& ptr) = 0;
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///< Skip the animation for the given MW-reference for one frame. Calls to this function for
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/// references that are currently not in the scene should be ignored.
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virtual bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) = 0;
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2013-12-07 13:17:28 +01:00
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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) = 0;
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virtual bool toggleAI() = 0;
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virtual bool isAIActive() = 0;
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virtual void getObjectsInRange (const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects) = 0;
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virtual void getActorsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects) = 0;
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///return 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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virtual std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) = 0;
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virtual std::list<int> getActorsFollowingIndices(const MWWorld::Ptr& actor) = 0;
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///Returns a list of actors who are fighting the given actor within the fAlarmDistance
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/** ie AiCombat is active and the target is the actor **/
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virtual std::list<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor) = 0;
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2013-12-07 13:17:28 +01:00
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virtual void playerLoaded() = 0;
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virtual int countSavedGameRecords() const = 0;
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virtual void write (ESM::ESMWriter& writer, Loading::Listener& listener) const = 0;
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2015-01-22 19:04:59 +01:00
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virtual void readRecord (ESM::ESMReader& reader, uint32_t type) = 0;
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virtual void clear() = 0;
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virtual bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) = 0;
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2014-09-05 17:17:45 +02:00
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/// Resurrects the player if necessary
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virtual void keepPlayerAlive() = 0;
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virtual bool isReadyToBlock (const MWWorld::Ptr& ptr) const = 0;
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2015-02-04 21:18:43 +01:00
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virtual void confiscateStolenItems (const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer) = 0;
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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) = 0;
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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 std::string& ownerid) = 0;
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2015-07-17 18:49:47 +02:00
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virtual bool isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::CellRef& cellref, MWWorld::Ptr& victim) = 0;
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};
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}
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#endif
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