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257 lines
12 KiB
C++
257 lines
12 KiB
C++
#ifndef GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
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#define GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
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#include <components/settings/settings.hpp>
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "actors.hpp"
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#include "npcstats.hpp"
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#include "objects.hpp"
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namespace MWSound
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{
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enum class MusicType;
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}
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namespace MWWorld
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{
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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 MechanicsManager : public MWBase::MechanicsManager
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{
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bool mUpdatePlayer;
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bool mClassSelected;
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bool mRaceSelected;
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bool mAI; ///< is AI active?
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Objects mObjects;
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Actors mActors;
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typedef std::pair<ESM::RefId, bool> Owner; // < Owner id, bool isFaction >
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typedef std::map<Owner, int> OwnerMap; // < Owner, number of stolen items with this id from this owner >
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typedef std::map<ESM::RefId, OwnerMap> StolenItemsMap;
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StolenItemsMap mStolenItems;
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public:
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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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MechanicsManager();
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void add(const MWWorld::Ptr& ptr) override;
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///< Register an object for management
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void remove(const MWWorld::Ptr& ptr, bool keepActive) override;
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///< Deregister an object for management
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void updateCell(const MWWorld::Ptr& old, const MWWorld::Ptr& ptr) override;
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///< Moves an object to a new cell
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void drop(const MWWorld::CellStore* cellStore) override;
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///< Deregister all objects in the given cell.
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void update(float duration, bool paused);
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///< Update objects
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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) override;
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///< Set player name.
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void setPlayerRace(const ESM::RefId& id, bool male, const ESM::RefId& head, const ESM::RefId& hair) override;
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///< Set player race.
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void setPlayerBirthsign(const ESM::RefId& id) override;
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///< Set player birthsign.
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void setPlayerClass(const ESM::RefId& id) override;
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///< Set player class to stock class.
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void setPlayerClass(const ESM::Class& class_) override;
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///< Set player class to custom class.
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void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) override;
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void rest(double hours, bool sleep) override;
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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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int getHoursToRest() const override;
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///< Calculate how many hours the player needs to rest in order to be fully healed
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int getBarterOffer(const MWWorld::Ptr& ptr, int basePrice, bool buying) override;
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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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int getDerivedDisposition(const MWWorld::Ptr& ptr, bool clamp = true) override;
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///< Calculate the diposition of an NPC toward the player.
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int countDeaths(const ESM::RefId& id) const override;
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///< Return the number of deaths for actors with the given ID.
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void getPersuasionDispositionChange(
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const MWWorld::Ptr& npc, PersuasionType type, bool& success, int& tempChange, int& permChange) override;
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///< Perform a persuasion action on NPC
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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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bool awarenessCheck(const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer) override;
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/// Makes \a ptr fight \a target. Also shouts a combat taunt.
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void startCombat(
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const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, const std::set<MWWorld::Ptr>* targetAllies) override;
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void stopCombat(const MWWorld::Ptr& ptr) override;
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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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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) override;
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/// @return false if the attack was considered a "friendly hit" and forgiven
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bool actorAttacked(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) override;
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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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void actorKilled(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) override;
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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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void itemTaken(const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, const MWWorld::Ptr& container, int count,
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bool alarm = true) override;
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/// Utility to check if unlocking this object is illegal and calling commitCrime if so
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void unlockAttempted(const MWWorld::Ptr& ptr, const MWWorld::Ptr& item) override;
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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? Also returns fail when enemies are nearby
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bool sleepInBed(const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed) override;
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void forceStateUpdate(const MWWorld::Ptr& ptr) override;
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/// Attempt to play an animation group
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/// @return Success or error
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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) override;
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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) override;
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void enableLuaAnimations(const MWWorld::Ptr& ptr, bool enable) override;
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void skipAnimation(const MWWorld::Ptr& ptr) override;
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bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) override;
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bool checkScriptedAnimationPlaying(const MWWorld::Ptr& ptr) const override;
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void persistAnimationStates() override;
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void clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted) override;
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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) override;
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void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects) override;
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void getActorsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects) override;
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/// Check if there are actors in selected range
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bool isAnyActorInRange(const osg::Vec3f& position, float radius) override;
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std::vector<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor) override;
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std::vector<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) override;
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std::vector<int> getActorsFollowingIndices(const MWWorld::Ptr& actor) override;
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std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor) override;
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std::vector<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor) override;
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std::vector<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor) override;
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/// Recursive version of getActorsFollowing
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void getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) override;
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/// Recursive version of getActorsSidingWith
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void getActorsSidingWith(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) override;
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bool toggleAI() override;
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bool isAIActive() override;
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void playerLoaded() override;
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bool onOpen(const MWWorld::Ptr& ptr) override;
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void onClose(const MWWorld::Ptr& ptr) override;
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int countSavedGameRecords() const override;
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void write(ESM::ESMWriter& writer, Loading::Listener& listener) const override;
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void readRecord(ESM::ESMReader& reader, uint32_t type) override;
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void clear() override;
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bool isAggressive(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) override;
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void resurrect(const MWWorld::Ptr& ptr) override;
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bool isCastingSpell(const MWWorld::Ptr& ptr) const override;
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bool isReadyToBlock(const MWWorld::Ptr& ptr) const override;
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/// Is \a ptr casting spell or using weapon now?
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bool isAttackingOrSpell(const MWWorld::Ptr& ptr) const override;
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void castSpell(const MWWorld::Ptr& ptr, const ESM::RefId& spellId, bool scriptedSpell = false) override;
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void processChangedSettings(const Settings::CategorySettingVector& settings) override;
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void notifyDied(const MWWorld::Ptr& actor) override;
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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) override;
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void confiscateStolenItems(const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer) override;
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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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std::vector<std::pair<ESM::RefId, int>> getStolenItemOwners(const ESM::RefId& itemid) override;
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/// Has the player stolen this item from the given owner?
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bool isItemStolenFrom(const ESM::RefId& itemid, const MWWorld::Ptr& ptr) override;
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bool isBoundItem(const MWWorld::Ptr& item) override;
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/// @return is \a ptr allowed to take/use \a target or is it a crime?
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bool isAllowedToUse(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim) override;
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void setWerewolf(const MWWorld::Ptr& actor, bool werewolf) override;
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void applyWerewolfAcrobatics(const MWWorld::Ptr& actor) override;
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void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) override;
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void confiscateStolenItemToOwner(
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const MWWorld::Ptr& player, const MWWorld::Ptr& item, const MWWorld::Ptr& victim, int count) override;
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bool isAttackPreparing(const MWWorld::Ptr& ptr) override;
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bool isRunning(const MWWorld::Ptr& ptr) override;
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bool isSneaking(const MWWorld::Ptr& ptr) override;
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void reportStats(unsigned int frameNumber, osg::Stats& stats) const override;
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int getGreetingTimer(const MWWorld::Ptr& ptr) const override;
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float getAngleToPlayer(const MWWorld::Ptr& ptr) const override;
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GreetingState getGreetingState(const MWWorld::Ptr& ptr) const override;
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bool isTurningToPlayer(const MWWorld::Ptr& ptr) const override;
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private:
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bool canCommitCrimeAgainst(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker);
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bool canReportCrime(
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const MWWorld::Ptr& actor, const MWWorld::Ptr& victim, std::set<MWWorld::Ptr>& playerFollowers);
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bool reportCrime(const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim, OffenseType type,
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const ESM::RefId& factionId, int arg = 0);
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};
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}
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#endif
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