#ifndef GAME_MWBASE_MECHANICSMANAGER_H #define GAME_MWBASE_MECHANICSMANAGER_H #include #include #include #include #include #include #include "../mwmechanics/greetingstate.hpp" #include "../mwworld/ptr.hpp" namespace osg { class Stats; 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, bool keepActive) = 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 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 restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) = 0; virtual void rest(double hours, 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 clamp = 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. /// 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; /// Removes an actor and its allies from combat with the actor's targets. virtual void stopCombat(const MWWorld::Ptr& ptr) = 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, const std::string& factionId = "", 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 unlocking this object is illegal and calling commitCrime if so virtual void unlockAttempted(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, int& tempChange, int& 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, std::string_view 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::vector getActorsSidingWith(const MWWorld::Ptr& actor) = 0; virtual std::vector getActorsFollowing(const MWWorld::Ptr& actor) = 0; virtual std::vector getActorsFollowingIndices(const MWWorld::Ptr& actor) = 0; virtual std::map getActorsFollowingByIndex(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::vector getActorsFighting(const MWWorld::Ptr& actor) = 0; virtual std::vector 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 resurrect(const MWWorld::Ptr& ptr) = 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; virtual void processChangedSettings(const std::set>& settings) = 0; virtual float getActorsProcessingRange() const = 0; virtual void notifyDied(const MWWorld::Ptr& actor) = 0; virtual bool onOpen(const MWWorld::Ptr& ptr) = 0; virtual void onClose(const MWWorld::Ptr& ptr) = 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 isAttackPreparing(const MWWorld::Ptr& ptr) = 0; virtual bool isRunning(const MWWorld::Ptr& ptr) = 0; virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0; virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const = 0; virtual int getGreetingTimer(const MWWorld::Ptr& ptr) const = 0; virtual float getAngleToPlayer(const MWWorld::Ptr& ptr) const = 0; virtual MWMechanics::GreetingState getGreetingState(const MWWorld::Ptr& ptr) const = 0; virtual bool isTurningToPlayer(const MWWorld::Ptr& ptr) const = 0; }; } #endif