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OpenMW/apps/openmw/mwmechanics/actors.hpp
2014-01-14 02:52:34 +01:00

104 lines
3.5 KiB
C++

#ifndef GAME_MWMECHANICS_ACTORS_H
#define GAME_MWMECHANICS_ACTORS_H
#include <set>
#include <vector>
#include <string>
#include <map>
#include "character.hpp"
#include "movement.hpp"
#include "../mwbase/world.hpp"
namespace Ogre
{
class Vector3;
}
namespace MWWorld
{
class Ptr;
class CellStore;
}
namespace MWMechanics
{
class Actors
{
std::map<std::string, int> mDeathCount;
void updateNpc(const MWWorld::Ptr &ptr, float duration, bool paused);
void adjustMagicEffects (const MWWorld::Ptr& creature);
void calculateDynamicStats (const MWWorld::Ptr& ptr);
void calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration);
void calculateNpcStatModifiers (const MWWorld::Ptr& ptr);
void calculateRestoration (const MWWorld::Ptr& ptr, float duration, bool sleep);
void updateDrowning (const MWWorld::Ptr& ptr, float duration);
void updateEquippedLight (const MWWorld::Ptr& ptr, float duration);
public:
Actors();
~Actors();
typedef std::map<MWWorld::Ptr,CharacterController*> PtrControllerMap;
PtrControllerMap::const_iterator begin() { return mActors.begin(); }
PtrControllerMap::const_iterator end() { return mActors.end(); }
/// 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) { adjustMagicEffects(ptr); }
void addActor (const MWWorld::Ptr& ptr);
///< Register an actor for stats management
///
/// \note Dead actors are ignored.
void removeActor (const MWWorld::Ptr& ptr);
///< Deregister an actor for stats management
///
/// \note Ignored, if \a ptr is not a registered actor.
void updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr& ptr);
///< 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);
///< This function is normally called automatically during the update process, but it can
/// also be called explicitly at any time to force an update.
void restoreDynamicStats(bool sleep);
///< If the player is sleeping, this should be called every hour.
int getHoursToRest(const MWWorld::Ptr& ptr) const;
///< Calculate how many hours the given actor needs to rest in order to be fully healed
int countDeaths (const std::string& id) const;
///< Return the number of deaths for actors with the given ID.
void forceStateUpdate(const MWWorld::Ptr &ptr);
void playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number);
void skipAnimation(const MWWorld::Ptr& ptr);
bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName);
private:
PtrControllerMap mActors;
};
}
#endif