mirror of
https://gitlab.com/OpenMW/openmw.git
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223 lines
9.0 KiB
C++
223 lines
9.0 KiB
C++
#ifndef GAME_MWMECHANICS_ACTORS_H
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#define GAME_MWMECHANICS_ACTORS_H
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#include <list>
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#include <map>
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#include <set>
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#include <string>
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#include <vector>
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#include "actor.hpp"
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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}
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namespace osg
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{
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class Vec3f;
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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 MWWorld
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{
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class Ptr;
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class CellStore;
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}
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namespace MWMechanics
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{
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class Actor;
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class CharacterController;
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class CreatureStats;
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class SidingCache;
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class Actors
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{
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public:
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std::list<Actor>::const_iterator begin() const { return mActors.begin(); }
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std::list<Actor>::const_iterator end() const { return mActors.end(); }
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std::size_t size() const { return mActors.size(); }
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void notifyDied(const MWWorld::Ptr& actor);
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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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bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) const;
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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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void updateMagicEffects(const MWWorld::Ptr& ptr) const;
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void addActor(const MWWorld::Ptr& ptr, bool updateImmediately = false);
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///< Register an actor for stats management
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///
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/// \note Dead actors are ignored.
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void removeActor(const MWWorld::Ptr& ptr, bool keepActive);
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///< Deregister an actor for stats management
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///
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/// \note Ignored, if \a ptr is not a registered actor.
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void resurrect(const MWWorld::Ptr& ptr) const;
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void castSpell(const MWWorld::Ptr& ptr, const ESM::RefId& spellId, bool scriptedSpell = false) const;
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void updateActor(const MWWorld::Ptr& old, const MWWorld::Ptr& ptr) const;
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///< Updates an actor with a new Ptr
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void dropActors(const MWWorld::CellStore* cellStore, const MWWorld::Ptr& ignore);
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///< Deregister all actors (except for \a ignore) in the given cell.
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void update(float duration, bool paused);
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///< Update actor stats and store desired velocity vectors in \a movement
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void updateActor(const MWWorld::Ptr& ptr, float duration) const;
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///< This function is normally called automatically during the update process, but it can
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/// also be called explicitly at any time to force an update.
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/// Removes an actor from combat and makes all of their allies stop fighting the actor's targets
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void stopCombat(const MWWorld::Ptr& ptr) const;
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void playIdleDialogue(const MWWorld::Ptr& actor) const;
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void updateMovementSpeed(const MWWorld::Ptr& actor) const;
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void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly);
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void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir) const;
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void rest(double hours, bool sleep) const;
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///< Update actors while the player is waiting or sleeping.
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void updateSneaking(CharacterController* ctrl, float duration);
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///< Update the sneaking indicator state according to the given player character controller.
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void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) const;
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int getHoursToRest(const MWWorld::Ptr& ptr) const;
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///< Calculate how many hours the given actor needs to rest in order to be fully healed
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void fastForwardAi() const;
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///< Simulate the passing of time
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int countDeaths(const ESM::RefId& id) const;
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///< Return the number of deaths for actors with the given ID.
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bool isAttackPreparing(const MWWorld::Ptr& ptr) const;
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bool isRunning(const MWWorld::Ptr& ptr) const;
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bool isSneaking(const MWWorld::Ptr& ptr) const;
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void forceStateUpdate(const MWWorld::Ptr& ptr) const;
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bool playAnimationGroup(const MWWorld::Ptr& ptr, std::string_view groupName, int mode, uint32_t number,
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bool scripted = false) const;
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bool playAnimationGroupLua(const MWWorld::Ptr& ptr, std::string_view groupName, uint32_t loops, float speed,
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std::string_view startKey, std::string_view stopKey, bool forceLoop);
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void enableLuaAnimations(const MWWorld::Ptr& ptr, bool enable);
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void skipAnimation(const MWWorld::Ptr& ptr) const;
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bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) const;
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bool checkScriptedAnimationPlaying(const MWWorld::Ptr& ptr) const;
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void persistAnimationStates() const;
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void clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted);
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void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out) const;
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bool isAnyObjectInRange(const osg::Vec3f& position, float radius) const;
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void cleanupSummonedCreature(CreatureStats& casterStats, int creatureActorId) const;
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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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std::vector<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor, bool excludeInfighting = false) const;
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std::vector<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) const;
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/// Recursive version of getActorsFollowing
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void getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) const;
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/// Recursive version of getActorsSidingWith
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void getActorsSidingWith(
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const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out, bool excludeInfighting = false) const;
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/// Get the list of AiFollow::mFollowIndex for all actors following this target
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std::vector<int> getActorsFollowingIndices(const MWWorld::Ptr& actor) const;
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std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor) const;
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/// Returns the list of actors which are fighting the given actor
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/**ie AiCombat is active and the target is the actor **/
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std::vector<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor) const;
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/// Unlike getActorsFighting, also returns actors that *would* fight the given actor if they saw him.
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std::vector<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor) const;
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void write(ESM::ESMWriter& writer, Loading::Listener& listener) const;
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void readRecord(ESM::ESMReader& reader, uint32_t type);
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void clear(); // Clear death counter
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bool isCastingSpell(const MWWorld::Ptr& ptr) const;
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bool isReadyToBlock(const MWWorld::Ptr& ptr) const;
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bool isAttackingOrSpell(const MWWorld::Ptr& ptr) const;
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int getGreetingTimer(const MWWorld::Ptr& ptr) const;
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float getAngleToPlayer(const MWWorld::Ptr& ptr) const;
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GreetingState getGreetingState(const MWWorld::Ptr& ptr) const;
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bool isTurningToPlayer(const MWWorld::Ptr& ptr) const;
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private:
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std::map<ESM::RefId, int> mDeathCount;
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std::list<Actor> mActors;
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std::map<const MWWorld::LiveCellRefBase*, std::list<Actor>::iterator> mIndex;
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// We should add a delay between summoned creature death and its corpse despawning
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float mTimerDisposeSummonsCorpses = 0.2f;
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float mTimerUpdateHeadTrack = 0;
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float mTimerUpdateEquippedLight = 0;
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float mTimerUpdateHello = 0;
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float mSneakTimer = 0; // Times update of sneak icon
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float mSneakSkillTimer = 0; // Times sneak skill progress from "avoid notice"
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void updateVisibility(const MWWorld::Ptr& ptr, CharacterController& ctrl) const;
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void adjustMagicEffects(const MWWorld::Ptr& creature, float duration) const;
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void calculateRestoration(const MWWorld::Ptr& ptr, float duration) const;
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void updateCrimePursuit(const MWWorld::Ptr& ptr, float duration, SidingCache& cachedAllies) const;
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void killDeadActors();
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void purgeSpellEffects(int casterActorId) const;
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void predictAndAvoidCollisions(float duration) const;
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/** Start combat between two actors
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@Notes: If againstPlayer = true then actor2 should be the Player.
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If one of the combatants is creature it should be actor1.
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*/
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void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, SidingCache& cachedAllies,
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bool againstPlayer) const;
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};
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class SidingCache
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{
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const Actors& mActors;
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const bool mExcludeInfighting;
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std::map<MWWorld::Ptr, std::set<MWWorld::Ptr>> mCache;
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public:
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SidingCache(const Actors& actors, bool excludeInfighting)
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: mActors(actors)
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, mExcludeInfighting(excludeInfighting)
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{
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}
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/// Recursive version of getActorsSidingWith that takes, returns a cached set of allies
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const std::set<MWWorld::Ptr>& getActorsSidingWith(const MWWorld::Ptr& actor);
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};
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}
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#endif
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