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OpenMW/apps/openmw/mwmechanics/mechanicsmanagerimp.hpp

257 lines
12 KiB
C++

#ifndef GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
#define GAME_MWMECHANICS_MECHANICSMANAGERIMP_H
#include <components/settings/settings.hpp>
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/ptr.hpp"
#include "actors.hpp"
#include "npcstats.hpp"
#include "objects.hpp"
namespace MWSound
{
enum class MusicType;
}
namespace MWWorld
{
class CellStore;
}
namespace MWMechanics
{
class MechanicsManager : public MWBase::MechanicsManager
{
bool mUpdatePlayer;
bool mClassSelected;
bool mRaceSelected;
bool mAI; ///< is AI active?
Objects mObjects;
Actors mActors;
typedef std::pair<ESM::RefId, bool> Owner; // < Owner id, bool isFaction >
typedef std::map<Owner, int> OwnerMap; // < Owner, number of stolen items with this id from this owner >
typedef std::map<ESM::RefId, OwnerMap> StolenItemsMap;
StolenItemsMap mStolenItems;
public:
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.
MechanicsManager();
void add(const MWWorld::Ptr& ptr) override;
///< Register an object for management
void remove(const MWWorld::Ptr& ptr, bool keepActive) override;
///< Deregister an object for management
void updateCell(const MWWorld::Ptr& old, const MWWorld::Ptr& ptr) override;
///< Moves an object to a new cell
void drop(const MWWorld::CellStore* cellStore) override;
///< Deregister all objects in the given cell.
void update(float duration, bool paused);
///< Update objects
///
/// \param paused In game type does not currently advance (this usually means some GUI
/// component is up).
void setPlayerName(const std::string& name) override;
///< Set player name.
void setPlayerRace(const ESM::RefId& id, bool male, const ESM::RefId& head, const ESM::RefId& hair) override;
///< Set player race.
void setPlayerBirthsign(const ESM::RefId& id) override;
///< Set player birthsign.
void setPlayerClass(const ESM::RefId& id) override;
///< Set player class to stock class.
void setPlayerClass(const ESM::Class& class_) override;
///< Set player class to custom class.
void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) override;
void rest(double hours, bool sleep) override;
///< If the player is sleeping or waiting, this should be called every hour.
/// @param sleep is the player sleeping or waiting?
int getHoursToRest() const override;
///< Calculate how many hours the player needs to rest in order to be fully healed
int getBarterOffer(const MWWorld::Ptr& ptr, int basePrice, bool buying) override;
///< This is used by every service to determine the price of objects given the trading skills of the player and
///< NPC.
int getDerivedDisposition(const MWWorld::Ptr& ptr, bool clamp = true) override;
///< Calculate the diposition of an NPC toward the player.
int countDeaths(const ESM::RefId& id) const override;
///< Return the number of deaths for actors with the given ID.
void getPersuasionDispositionChange(
const MWWorld::Ptr& npc, PersuasionType type, bool& success, int& tempChange, int& permChange) override;
///< Perform a persuasion action on NPC
/// Check if \a observer is potentially aware of \a ptr. Does not do a line of sight check!
bool awarenessCheck(const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer) override;
/// Makes \a ptr fight \a target. Also shouts a combat taunt.
void startCombat(
const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, const std::set<MWWorld::Ptr>* targetAllies) override;
void stopCombat(const MWWorld::Ptr& ptr) override;
/**
* @note victim may be empty
* @param arg Depends on \a type, e.g. for Theft, the value of the item that was stolen.
* @param victimAware Is the victim already aware of the crime?
* If this parameter is false, it will be determined by a line-of-sight and awareness check.
* @return was the crime seen?
*/
bool commitCrime(const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim, OffenseType type,
const ESM::RefId& factionId = ESM::RefId(), int arg = 0, bool victimAware = false) override;
/// @return false if the attack was considered a "friendly hit" and forgiven
bool actorAttacked(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) override;
/// Notify that actor was killed, add a murder bounty if applicable
/// @note No-op for non-player attackers
void actorKilled(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) override;
/// Utility to check if taking this item is illegal and calling commitCrime if so
/// @param container The container the item is in; may be empty for an item in the world
void itemTaken(const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, const MWWorld::Ptr& container, int count,
bool alarm = true) override;
/// Utility to check if unlocking this object is illegal and calling commitCrime if so
void unlockAttempted(const MWWorld::Ptr& ptr, const MWWorld::Ptr& item) override;
/// Attempt sleeping in a bed. If this is illegal, call commitCrime.
/// @return was it illegal, and someone saw you doing it? Also returns fail when enemies are nearby
bool sleepInBed(const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed) override;
void forceStateUpdate(const MWWorld::Ptr& ptr) override;
/// Attempt to play an animation group
/// @return Success or error
bool playAnimationGroup(const MWWorld::Ptr& ptr, std::string_view groupName, int mode, uint32_t number,
bool scripted = false) override;
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) override;
void enableLuaAnimations(const MWWorld::Ptr& ptr, bool enable) override;
void skipAnimation(const MWWorld::Ptr& ptr) override;
bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) override;
bool checkScriptedAnimationPlaying(const MWWorld::Ptr& ptr) const override;
void persistAnimationStates() override;
void clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted) override;
/// 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) override;
void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects) override;
void getActorsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects) override;
/// Check if there are actors in selected range
bool isAnyActorInRange(const osg::Vec3f& position, float radius) override;
std::vector<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor) override;
std::vector<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) override;
std::vector<int> getActorsFollowingIndices(const MWWorld::Ptr& actor) override;
std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor) override;
std::vector<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor) override;
std::vector<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor) override;
/// Recursive version of getActorsFollowing
void getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) override;
/// Recursive version of getActorsSidingWith
void getActorsSidingWith(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) override;
bool toggleAI() override;
bool isAIActive() override;
void playerLoaded() override;
bool onOpen(const MWWorld::Ptr& ptr) override;
void onClose(const MWWorld::Ptr& ptr) override;
int countSavedGameRecords() const override;
void write(ESM::ESMWriter& writer, Loading::Listener& listener) const override;
void readRecord(ESM::ESMReader& reader, uint32_t type) override;
void clear() override;
bool isAggressive(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) override;
void resurrect(const MWWorld::Ptr& ptr) override;
bool isCastingSpell(const MWWorld::Ptr& ptr) const override;
bool isReadyToBlock(const MWWorld::Ptr& ptr) const override;
/// Is \a ptr casting spell or using weapon now?
bool isAttackingOrSpell(const MWWorld::Ptr& ptr) const override;
void castSpell(const MWWorld::Ptr& ptr, const ESM::RefId& spellId, bool scriptedSpell = false) override;
void processChangedSettings(const Settings::CategorySettingVector& settings) override;
void notifyDied(const MWWorld::Ptr& actor) override;
/// 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) override;
void confiscateStolenItems(const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer) override;
/// List the owners that the player has stolen this item from (the owner can be an NPC or a faction).
/// <Owner, item count>
std::vector<std::pair<ESM::RefId, int>> getStolenItemOwners(const ESM::RefId& itemid) override;
/// Has the player stolen this item from the given owner?
bool isItemStolenFrom(const ESM::RefId& itemid, const MWWorld::Ptr& ptr) override;
bool isBoundItem(const MWWorld::Ptr& item) override;
/// @return is \a ptr allowed to take/use \a target or is it a crime?
bool isAllowedToUse(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim) override;
void setWerewolf(const MWWorld::Ptr& actor, bool werewolf) override;
void applyWerewolfAcrobatics(const MWWorld::Ptr& actor) override;
void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) override;
void confiscateStolenItemToOwner(
const MWWorld::Ptr& player, const MWWorld::Ptr& item, const MWWorld::Ptr& victim, int count) override;
bool isAttackPreparing(const MWWorld::Ptr& ptr) override;
bool isRunning(const MWWorld::Ptr& ptr) override;
bool isSneaking(const MWWorld::Ptr& ptr) override;
void reportStats(unsigned int frameNumber, osg::Stats& stats) const override;
int getGreetingTimer(const MWWorld::Ptr& ptr) const override;
float getAngleToPlayer(const MWWorld::Ptr& ptr) const override;
GreetingState getGreetingState(const MWWorld::Ptr& ptr) const override;
bool isTurningToPlayer(const MWWorld::Ptr& ptr) const override;
private:
bool canCommitCrimeAgainst(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker);
bool canReportCrime(
const MWWorld::Ptr& actor, const MWWorld::Ptr& victim, std::set<MWWorld::Ptr>& playerFollowers);
bool reportCrime(const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim, OffenseType type,
const ESM::RefId& factionId, int arg = 0);
};
}
#endif