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104 lines
3.5 KiB
C++
104 lines
3.5 KiB
C++
#ifndef GAME_MWMECHANICS_ACTORS_H
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#define GAME_MWMECHANICS_ACTORS_H
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#include <set>
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#include <vector>
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#include <string>
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#include <map>
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#include "character.hpp"
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#include "movement.hpp"
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#include "../mwbase/world.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 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 Actors
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{
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std::map<std::string, int> mDeathCount;
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void updateNpc(const MWWorld::Ptr &ptr, float duration, bool paused);
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void adjustMagicEffects (const MWWorld::Ptr& creature);
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void calculateDynamicStats (const MWWorld::Ptr& ptr);
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void calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration);
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void calculateNpcStatModifiers (const MWWorld::Ptr& ptr);
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void calculateRestoration (const MWWorld::Ptr& ptr, float duration, bool sleep);
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void updateDrowning (const MWWorld::Ptr& ptr, float duration);
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void updateEquippedLight (const MWWorld::Ptr& ptr, float duration);
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public:
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Actors();
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~Actors();
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typedef std::map<MWWorld::Ptr,CharacterController*> PtrControllerMap;
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PtrControllerMap::const_iterator begin() { return mActors.begin(); }
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PtrControllerMap::const_iterator end() { return mActors.end(); }
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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) { adjustMagicEffects(ptr); }
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void addActor (const MWWorld::Ptr& ptr);
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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);
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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 updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr& ptr);
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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);
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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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void restoreDynamicStats(bool sleep);
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///< If the player is sleeping, this should be called every hour.
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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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int countDeaths (const std::string& id) const;
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///< Return the number of deaths for actors with the given ID.
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void forceStateUpdate(const MWWorld::Ptr &ptr);
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void playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number);
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void skipAnimation(const MWWorld::Ptr& ptr);
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bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName);
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private:
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PtrControllerMap mActors;
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};
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}
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#endif
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