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OpenMW/apps/openmw/mwmechanics/mechanicsmanager.hpp

78 lines
2.3 KiB
C++

#ifndef GAME_MWMECHANICS_MECHANICSMANAGER_H
#define GAME_MWMECHANICS_MECHANICSMANAGER_H
#include <vector>
#include <string>
#include "../mwworld/ptr.hpp"
#include "creaturestats.hpp"
#include "npcstats.hpp"
#include "actors.hpp"
namespace Ogre
{
class Vector3;
}
namespace MWMechanics
{
class MechanicsManager
{
MWWorld::Ptr mWatched;
CreatureStats mWatchedCreature;
NpcStats mWatchedNpc;
bool mUpdatePlayer;
bool mClassSelected;
bool mRaceSelected;
Actors mActors;
void buildPlayer();
///< build player according to stored class/race/birthsign information. Will
/// default to the values of the ESM::NPC object, if no explicit information is given.
public:
MechanicsManager ();
void configureGUI();
void addActor (const MWWorld::Ptr& ptr);
///< Register an actor for stats management
void removeActor (const MWWorld::Ptr& ptr);
///< Deregister an actor for stats management
void dropActors (const MWWorld::Ptr::CellStore *cellStore);
///< Deregister all actors in the given cell.
void watchActor (const MWWorld::Ptr& ptr);
///< On each update look for changes in a previously registered actor and update the
/// GUI accordingly.
void update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement, float duration,
bool paused);
///< Update actor stats and store desired velocity vectors in \a movement
///
/// \param paused In game type does not currently advance (this usually means some GUI
/// component is up).
void setPlayerName (const std::string& name);
///< Set player name.
void setPlayerRace (const std::string& id, bool male);
///< Set player race.
void setPlayerBirthsign (const std::string& id);
///< Set player birthsign.
void setPlayerClass (const std::string& id);
///< Set player class to stock class.
void setPlayerClass (const ESM::Class& class_);
///< Set player class to custom class.
};
}
#endif