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OpenMW/apps/openmw/mwmechanics/actors.hpp
2024-05-19 22:10:54 +04:00

223 lines
9.0 KiB
C++

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