#ifndef GAME_MWBASE_MECHANICSMANAGER_H #define GAME_MWBASE_MECHANICSMANAGER_H #include #include namespace Ogre { class Vector3; } namespace ESM { struct Class; } namespace MWWorld { class Ptr; class CellStore; } 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 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() = 0; ///< If the player is sleeping, this should be called every hour. 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) = 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. enum PersuasionType { PT_Admire, PT_Intimidate, PT_Taunt, PT_Bribe10, PT_Bribe100, PT_Bribe1000 }; virtual void getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type, float currentTemporaryDispositionDelta, 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 void playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number=1) = 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 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; }; } #endif