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78 lines
2.3 KiB
C++
78 lines
2.3 KiB
C++
#ifndef GAME_MWMECHANICS_MECHANICSMANAGER_H
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#define GAME_MWMECHANICS_MECHANICSMANAGER_H
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#include <vector>
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#include <string>
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#include "../mwworld/ptr.hpp"
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#include "creaturestats.hpp"
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#include "npcstats.hpp"
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#include "actors.hpp"
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namespace Ogre
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{
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class Vector3;
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}
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namespace MWMechanics
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{
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class MechanicsManager
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{
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MWWorld::Ptr mWatched;
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CreatureStats mWatchedCreature;
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NpcStats mWatchedNpc;
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bool mUpdatePlayer;
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bool mClassSelected;
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bool mRaceSelected;
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Actors mActors;
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void buildPlayer();
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///< build player according to stored class/race/birthsign information. Will
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/// default to the values of the ESM::NPC object, if no explicit information is given.
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public:
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MechanicsManager ();
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void configureGUI();
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void addActor (const MWWorld::Ptr& ptr);
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///< Register an actor for stats management
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void removeActor (const MWWorld::Ptr& ptr);
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///< Deregister an actor for stats management
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void dropActors (const MWWorld::Ptr::CellStore *cellStore);
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///< Deregister all actors in the given cell.
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void watchActor (const MWWorld::Ptr& ptr);
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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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void update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement, float duration,
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bool paused);
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///< Update actor stats and store desired velocity vectors in \a movement
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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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void setPlayerName (const std::string& name);
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///< Set player name.
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void setPlayerRace (const std::string& id, bool male);
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///< Set player race.
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void setPlayerBirthsign (const std::string& id);
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///< Set player birthsign.
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void setPlayerClass (const std::string& id);
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///< Set player class to stock class.
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void setPlayerClass (const ESM::Class& class_);
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///< Set player class to custom class.
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};
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}
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#endif
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