1 #ifndef GAME_MWMECHANICS_ACTORS_H
2 #define GAME_MWMECHANICS_ACTORS_H
10 #include "../mwbase/world.hpp"
58 PtrActorMap::const_iterator
end() {
return mActors.end(); }
80 void update (
float duration,
bool paused);
94 MWWorld::Ptr& headTrackTarget,
float& sqrHeadTrackDistance);
96 void rest(
bool sleep);
117 void getObjectsInRange(
const osg::Vec3f& position,
float radius, std::vector<MWWorld::Ptr>& out);
void calculateCreatureStatModifiers(const MWWorld::Ptr &ptr, float duration)
Definition: actors.cpp:531
std::list< MWWorld::Ptr > getActorsFighting(const MWWorld::Ptr &actor)
Returns the list of actors which are fighting the given actor.
Definition: actors.cpp:1540
void restoreDynamicStats(const MWWorld::Ptr &actor, bool sleep)
Definition: actors.cpp:444
void getObjectsInRange(const osg::Vec3f &position, float radius, std::vector< MWWorld::Ptr > &out)
Definition: actors.cpp:1442
std::list< MWWorld::Ptr > getActorsFollowing(const MWWorld::Ptr &actor)
Definition: actors.cpp:1473
Definition: esmreader.hpp:21
void readRecord(ESM::ESMReader &reader, uint32_t type)
Definition: actors.cpp:1589
void skipAnimation(const MWWorld::Ptr &ptr)
Definition: actors.cpp:1421
void forceStateUpdate(const MWWorld::Ptr &ptr)
Definition: actors.cpp:1401
Definition: actors.hpp:25
Common creature stats.
Definition: creaturestats.hpp:25
void updateCrimePersuit(const MWWorld::Ptr &ptr, float duration)
Definition: actors.cpp:902
std::map< MWWorld::Ptr, Actor * > PtrActorMap
Definition: actors.hpp:55
PtrActorMap::const_iterator end()
Definition: actors.hpp:58
void fastForwardAi()
Simulate the passing of time.
Definition: actors.cpp:1632
void adjustMagicEffects(const MWWorld::Ptr &creature)
Definition: actors.cpp:402
Definition: loadinglistener.hpp:8
void updateHeadTracking(const MWWorld::Ptr &actor, const MWWorld::Ptr &targetActor, MWWorld::Ptr &headTrackTarget, float &sqrHeadTrackDistance)
Definition: actors.cpp:239
Definition: esmwriter.hpp:17
bool playAnimationGroup(const MWWorld::Ptr &ptr, const std::string &groupName, int mode, int number, bool persist=false)
Definition: actors.cpp:1408
bool isReadyToBlock(const MWWorld::Ptr &ptr) const
Definition: actors.cpp:1623
void removeActor(const MWWorld::Ptr &ptr)
Definition: actors.cpp:977
void clear()
Definition: actors.cpp:1603
PtrActorMap::const_iterator begin()
Definition: actors.hpp:57
int countDeaths(const std::string &id) const
Return the number of deaths for actors with the given ID.
Definition: actors.cpp:1393
void addActor(const MWWorld::Ptr &ptr, bool updateImmediately=false)
Definition: actors.cpp:965
~Actors()
Definition: actors.cpp:960
void persistAnimationStates()
Definition: actors.cpp:1436
Mutable state of a cell.
Definition: cellstore.hpp:53
PtrActorMap mActors
Definition: actors.hpp:150
void rest(bool sleep)
Update actors while the player is waiting or sleeping. This should be called every hour...
Definition: actors.cpp:1347
void calculateRestoration(const MWWorld::Ptr &ptr, float duration)
Definition: actors.cpp:485
int getHoursToRest(const MWWorld::Ptr &ptr) const
Calculate how many hours the given actor needs to rest in order to be fully healed.
Definition: actors.cpp:1375
void updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
Updates an actor with a new Ptr.
Definition: actors.cpp:987
void calculateDynamicStats(const MWWorld::Ptr &ptr)
Definition: actors.cpp:421
void write(ESM::ESMWriter &writer, Loading::Listener &listener) const
Definition: actors.cpp:1578
void updateNpc(const MWWorld::Ptr &ptr, float duration)
Definition: actors.cpp:395
void update(float duration, bool paused)
Update actor stats and store desired velocity vectors in movement.
Definition: actors.cpp:1015
void calculateNpcStatModifiers(const MWWorld::Ptr &ptr, float duration)
Definition: actors.cpp:743
std::list< MWWorld::Ptr > getActorsSidingWith(const MWWorld::Ptr &actor)
Returns the list of actors which are siding with the given actor in fights.
Definition: actors.cpp:1451
std::list< MWWorld::Ptr > getEnemiesNearby(const MWWorld::Ptr &actor)
Unlike getActorsFighting, also returns actors that would fight the given actor if they saw him...
Definition: actors.cpp:1557
Pointer to a LiveCellRef.
Definition: ptr.hpp:19
void updateMagicEffects(const MWWorld::Ptr &ptr)
Definition: actors.cpp:1615
void engageCombat(const MWWorld::Ptr &actor1, const MWWorld::Ptr &actor2, bool againstPlayer)
Definition: actors.cpp:281
void updateEquippedLight(const MWWorld::Ptr &ptr, float duration)
Definition: actors.cpp:805
Actors()
Definition: actors.cpp:958
void dropActors(const MWWorld::CellStore *cellStore, const MWWorld::Ptr &ignore)
Deregister all actors (except for ignore) in the given cell.
Definition: actors.cpp:1000
std::list< int > getActorsFollowingIndices(const MWWorld::Ptr &actor)
Get the list of AiFollow::mFollowIndex for all actors following this target.
Definition: actors.cpp:1509
bool checkAnimationPlaying(const MWWorld::Ptr &ptr, const std::string &groupName)
Definition: actors.cpp:1428
void killDeadActors()
Definition: actors.cpp:1243
std::map< std::string, int > mDeathCount
Definition: actors.hpp:27
void purgeSpellEffects(int casterActorId)
Definition: actors.cpp:1338
void updateDrowning(const MWWorld::Ptr &ptr, float duration)
Definition: actors.cpp:758
void cleanupSummonedCreature(CreatureStats &casterStats, int creatureActorId)
Definition: actors.cpp:1314