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314 lines
14 KiB
C++
314 lines
14 KiB
C++
#ifndef GAME_MWBASE_MECHANICSMANAGER_H
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#define GAME_MWBASE_MECHANICSMANAGER_H
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#include <cstdint>
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#include <map>
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#include <set>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "../mwmechanics/greetingstate.hpp"
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#include "../mwrender/animationpriority.hpp"
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#include "../mwworld/ptr.hpp"
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namespace osg
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{
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class Stats;
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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 RefId;
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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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namespace Loading
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{
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class Listener;
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}
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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, bool keepActive) = 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 setPlayerName(const std::string& name) = 0;
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///< Set player name.
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virtual void setPlayerRace(const ESM::RefId& id, bool male, const ESM::RefId& head, const ESM::RefId& hair) = 0;
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///< Set player race.
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virtual void setPlayerBirthsign(const ESM::RefId& id) = 0;
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///< Set player birthsign.
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virtual void setPlayerClass(const ESM::RefId& 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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virtual void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) = 0;
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virtual void rest(double hours, 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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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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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
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///< NPC.
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virtual int getDerivedDisposition(const MWWorld::Ptr& ptr, bool clamp = true) = 0;
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///< Calculate the diposition of an NPC toward the player.
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virtual int countDeaths(const ESM::RefId& id) const = 0;
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///< Return the number of deaths for actors with the given ID.
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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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/// Makes \a ptr fight \a target. Also shouts a combat taunt.
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virtual void startCombat(
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const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, const std::set<MWWorld::Ptr>* targetAllies)
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= 0;
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/// Removes an actor and its allies from combat with the actor's targets.
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virtual void stopCombat(const MWWorld::Ptr& ptr) = 0;
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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
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// 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, OffenseType type,
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const ESM::RefId& factionId = ESM::RefId(), int arg = 0, bool victimAware = false)
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= 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, bool alarm = true)
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= 0;
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/// Utility to check if unlocking this object is illegal and calling commitCrime if so
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virtual void unlockAttempted(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(
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const MWWorld::Ptr& npc, PersuasionType type, bool& success, int& tempChange, int& permChange)
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= 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(
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const MWWorld::Ptr& ptr, std::string_view groupName, int mode, uint32_t number = 1, bool scripted = false)
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= 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 number How many times the animation should be run
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/// \param scripted Whether the animation should be treated as a scripted animation.
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/// \return Success or error
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virtual bool playAnimationGroupLua(const MWWorld::Ptr& ptr, std::string_view groupName, uint32_t loops,
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float speed, std::string_view startKey, std::string_view stopKey, bool forceLoop)
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= 0;
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///< Lua variant of playAnimationGroup. The mode parameter is omitted
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/// and forced to 0. modes 1 and 2 can be emulated by doing clearAnimationQueue() and
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/// setting the startKey.
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///
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/// \param number How many times the animation should be run
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/// \param speed How fast to play the animation, where 1.f = normal speed
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/// \param startKey Which textkey to start the animation from
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/// \param stopKey Which textkey to stop the animation on
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/// \param forceLoop Force the animation to be looping, even if it's normally not looping.
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/// \param blendMask See MWRender::Animation::BlendMask
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/// \param scripted Whether the animation should be treated as as scripted animation
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/// \return Success or error
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///
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virtual void enableLuaAnimations(const MWWorld::Ptr& ptr, bool enable) = 0;
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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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virtual bool checkScriptedAnimationPlaying(const MWWorld::Ptr& ptr) const = 0;
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/// Save the current animation state of managed references to their RefData.
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virtual void persistAnimationStates() = 0;
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/// Clear out the animation queue, and cancel any animation currently playing from the queue
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virtual void clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted) = 0;
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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)
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= 0;
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virtual void getActorsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects) = 0;
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/// Check if there are actors in selected range
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virtual bool isAnyActorInRange(const osg::Vec3f& position, float radius) = 0;
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/// Returns the list of actors which are siding with the given actor in fights
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/**ie AiFollow or AiEscort is active and the target is the actor **/
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virtual std::vector<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor) = 0;
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virtual std::vector<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) = 0;
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virtual std::vector<int> getActorsFollowingIndices(const MWWorld::Ptr& actor) = 0;
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virtual std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(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::vector<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor) = 0;
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virtual std::vector<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor) = 0;
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/// Recursive versions of above methods
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virtual void getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) = 0;
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virtual void getActorsSidingWith(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) = 0;
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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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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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/// Resurrects the player if necessary
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virtual void resurrect(const MWWorld::Ptr& ptr) = 0;
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virtual bool isCastingSpell(const MWWorld::Ptr& ptr) const = 0;
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virtual bool isReadyToBlock(const MWWorld::Ptr& ptr) const = 0;
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virtual bool isAttackingOrSpell(const MWWorld::Ptr& ptr) const = 0;
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virtual void castSpell(const MWWorld::Ptr& ptr, const ESM::RefId& spellId, bool scriptedSpell) = 0;
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virtual void processChangedSettings(const std::set<std::pair<std::string, std::string>>& settings) = 0;
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virtual void notifyDied(const MWWorld::Ptr& actor) = 0;
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virtual bool onOpen(const MWWorld::Ptr& ptr) = 0;
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virtual void onClose(const MWWorld::Ptr& ptr) = 0;
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/// Check if the target actor was detected by an observer
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/// If the observer is a non-NPC, check all actors in AI processing distance as observers
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virtual bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) = 0;
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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<ESM::RefId, int>> getStolenItemOwners(const ESM::RefId& itemid) = 0;
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/// Has the player stolen this item from the given owner?
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virtual bool isItemStolenFrom(const ESM::RefId& itemid, const MWWorld::Ptr& ptr) = 0;
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virtual bool isBoundItem(const MWWorld::Ptr& item) = 0;
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virtual bool isAllowedToUse(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim) = 0;
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/// Turn actor into werewolf or normal form.
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virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf) = 0;
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/// Sets the NPC's Acrobatics skill to match the fWerewolfAcrobatics GMST.
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/// It only applies to the current form the NPC is in.
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virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor) = 0;
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virtual void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) = 0;
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virtual void confiscateStolenItemToOwner(
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const MWWorld::Ptr& player, const MWWorld::Ptr& item, const MWWorld::Ptr& victim, int count)
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= 0;
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virtual bool isAttackPreparing(const MWWorld::Ptr& ptr) = 0;
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virtual bool isRunning(const MWWorld::Ptr& ptr) = 0;
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virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0;
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virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const = 0;
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virtual int getGreetingTimer(const MWWorld::Ptr& ptr) const = 0;
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virtual float getAngleToPlayer(const MWWorld::Ptr& ptr) const = 0;
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virtual MWMechanics::GreetingState getGreetingState(const MWWorld::Ptr& ptr) const = 0;
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virtual bool isTurningToPlayer(const MWWorld::Ptr& ptr) const = 0;
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};
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}
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#endif
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