2013-01-10 16:35:24 +00:00
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#ifndef GAME_MWMECHANICS_CHARACTER_HPP
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#define GAME_MWMECHANICS_CHARACTER_HPP
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2015-06-03 21:04:35 +00:00
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#include <deque>
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2013-01-19 00:00:51 +00:00
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2013-10-02 20:54:36 +00:00
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#include <components/esm/loadmgef.hpp>
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2013-01-12 16:49:08 +00:00
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#include "../mwworld/ptr.hpp"
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2015-05-21 22:55:43 +00:00
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#include "../mwrender/animation.hpp"
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2013-07-25 04:08:16 +00:00
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namespace MWWorld
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{
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class ContainerStoreIterator;
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class InventoryStore;
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}
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2013-01-16 18:16:37 +00:00
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namespace MWRender
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{
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class Animation;
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}
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2013-01-10 16:35:24 +00:00
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namespace MWMechanics
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{
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2015-03-06 08:36:42 +00:00
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struct Movement;
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2014-01-19 12:31:17 +00:00
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class CreatureStats;
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2013-03-31 07:13:56 +00:00
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2013-05-13 07:54:44 +00:00
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enum Priority {
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Priority_Default,
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2015-07-25 23:35:36 +00:00
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Priority_WeaponLowerBody,
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Priority_SneakIdleLowerBody,
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2015-07-30 22:52:34 +00:00
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Priority_SwimIdle,
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2013-08-19 15:10:18 +00:00
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Priority_Jump,
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2013-07-16 05:56:23 +00:00
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Priority_Movement,
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2013-12-31 11:24:20 +00:00
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Priority_Hit,
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Priority_Weapon,
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Priority_Block,
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Priority_Knockdown,
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Priority_Torch,
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Priority_Storm,
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2013-05-13 07:54:44 +00:00
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Priority_Death,
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Num_Priorities
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};
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2013-01-12 18:10:27 +00:00
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enum CharacterState {
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2013-07-16 05:56:23 +00:00
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CharState_None,
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2013-02-23 09:54:46 +00:00
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CharState_SpecialIdle,
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2013-01-18 21:43:45 +00:00
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CharState_Idle,
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2013-02-03 08:19:22 +00:00
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CharState_Idle2,
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CharState_Idle3,
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CharState_Idle4,
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CharState_Idle5,
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CharState_Idle6,
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CharState_Idle7,
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CharState_Idle8,
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CharState_Idle9,
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CharState_IdleSwim,
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2013-03-06 15:58:56 +00:00
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CharState_IdleSneak,
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2013-01-19 02:04:00 +00:00
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CharState_WalkForward,
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CharState_WalkBack,
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2013-01-20 00:19:47 +00:00
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CharState_WalkLeft,
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CharState_WalkRight,
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2013-01-19 02:04:00 +00:00
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2013-02-06 03:05:07 +00:00
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CharState_SwimWalkForward,
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CharState_SwimWalkBack,
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CharState_SwimWalkLeft,
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CharState_SwimWalkRight,
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2013-02-07 00:53:52 +00:00
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CharState_RunForward,
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CharState_RunBack,
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CharState_RunLeft,
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CharState_RunRight,
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CharState_SwimRunForward,
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CharState_SwimRunBack,
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CharState_SwimRunLeft,
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CharState_SwimRunRight,
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2013-03-06 15:58:56 +00:00
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CharState_SneakForward,
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CharState_SneakBack,
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CharState_SneakLeft,
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CharState_SneakRight,
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2013-03-31 10:50:20 +00:00
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CharState_TurnLeft,
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CharState_TurnRight,
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2013-02-15 12:45:28 +00:00
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CharState_Jump,
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2013-02-03 08:19:22 +00:00
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CharState_Death1,
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CharState_Death2,
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CharState_Death3,
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CharState_Death4,
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2013-07-18 08:13:53 +00:00
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CharState_Death5,
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2013-12-31 11:24:20 +00:00
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CharState_SwimDeath,
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2014-03-26 17:55:16 +00:00
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CharState_DeathKnockDown,
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CharState_DeathKnockOut,
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2013-12-31 11:24:20 +00:00
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2014-01-02 19:54:41 +00:00
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CharState_Hit,
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2014-01-21 00:01:21 +00:00
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CharState_KnockDown,
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2014-02-02 02:24:40 +00:00
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CharState_KnockOut,
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2014-01-21 00:01:21 +00:00
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CharState_Block
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2013-01-12 18:10:27 +00:00
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};
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2013-05-11 05:22:39 +00:00
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enum WeaponType {
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WeapType_None,
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WeapType_HandToHand,
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WeapType_OneHand,
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WeapType_TwoHand,
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WeapType_TwoWide,
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WeapType_BowAndArrow,
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WeapType_Crossbow,
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2014-02-04 02:55:40 +00:00
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WeapType_Thrown,
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WeapType_PickProbe,
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2013-05-11 05:22:39 +00:00
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WeapType_Spell
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2013-04-29 20:07:49 +00:00
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};
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2013-07-13 21:24:52 +00:00
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enum UpperBodyCharacterState {
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UpperCharState_Nothing,
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UpperCharState_EquipingWeap,
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UpperCharState_UnEquipingWeap,
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UpperCharState_WeapEquiped,
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2013-07-16 21:38:55 +00:00
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UpperCharState_StartToMinAttack,
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UpperCharState_MinAttackToMaxAttack,
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UpperCharState_MaxAttackToMinHit,
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UpperCharState_MinHitToHit,
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2013-07-23 14:30:54 +00:00
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UpperCharState_FollowStartToFollowStop,
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UpperCharState_CastingSpell
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2013-07-13 21:24:52 +00:00
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};
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2013-08-19 06:42:56 +00:00
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enum JumpingState {
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JumpState_None,
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2014-09-17 00:20:46 +00:00
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JumpState_InAir,
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2013-08-19 06:42:56 +00:00
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JumpState_Landing
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};
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2016-06-15 01:14:44 +00:00
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struct WeaponInfo;
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2015-05-21 22:55:43 +00:00
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class CharacterController : public MWRender::Animation::TextKeyListener
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2013-01-12 15:12:12 +00:00
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{
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2013-01-12 16:49:08 +00:00
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MWWorld::Ptr mPtr;
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2013-01-16 18:16:37 +00:00
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MWRender::Animation *mAnimation;
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2014-10-08 08:58:52 +00:00
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2016-07-30 17:24:03 +00:00
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struct AnimationQueueEntry
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{
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std::string mGroup;
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size_t mLoopCount;
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bool mPersist;
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};
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typedef std::deque<AnimationQueueEntry> AnimationQueue;
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2013-01-17 21:18:40 +00:00
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AnimationQueue mAnimQueue;
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2013-07-16 05:56:23 +00:00
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CharacterState mIdleState;
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std::string mCurrentIdle;
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2013-07-16 08:30:03 +00:00
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2013-07-16 05:56:23 +00:00
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CharacterState mMovementState;
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std::string mCurrentMovement;
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2015-07-25 16:22:48 +00:00
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float mMovementAnimSpeed;
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bool mAdjustMovementAnimSpeed;
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2014-09-06 03:52:47 +00:00
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bool mHasMovedInXY;
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2014-07-03 15:40:44 +00:00
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bool mMovementAnimationControlled;
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2013-07-16 05:56:23 +00:00
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2013-07-16 06:43:33 +00:00
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CharacterState mDeathState;
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std::string mCurrentDeath;
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2016-02-01 22:13:43 +00:00
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bool mFloatToSurface;
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2013-07-16 06:43:33 +00:00
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2013-12-31 11:24:20 +00:00
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CharacterState mHitState;
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std::string mCurrentHit;
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2013-07-13 21:24:52 +00:00
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UpperBodyCharacterState mUpperBodyState;
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2013-07-16 10:40:19 +00:00
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2013-08-19 06:42:56 +00:00
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JumpingState mJumpState;
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2013-08-19 15:10:18 +00:00
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std::string mCurrentJump;
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2013-08-19 06:42:56 +00:00
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2013-05-11 05:22:39 +00:00
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WeaponType mWeaponType;
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2013-07-23 09:50:52 +00:00
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std::string mCurrentWeapon;
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2015-06-26 03:15:07 +00:00
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float mAttackStrength;
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2013-01-17 05:25:50 +00:00
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bool mSkipAnim;
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2013-01-12 18:10:27 +00:00
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2013-04-28 05:53:04 +00:00
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// counted for skill increase
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float mSecondsOfSwimming;
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float mSecondsOfRunning;
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2015-12-19 15:02:47 +00:00
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MWWorld::ConstPtr mHeadTrackTarget;
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2014-12-16 19:47:45 +00:00
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2014-09-17 03:20:10 +00:00
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float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning
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2013-07-16 21:32:41 +00:00
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std::string mAttackType; // slash, chop or thrust
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2015-07-02 17:14:28 +00:00
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bool mAttackingOrSpell;
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2016-03-19 17:03:59 +00:00
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void setAttackTypeBasedOnMovement();
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2013-07-16 21:32:41 +00:00
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2015-07-16 18:03:16 +00:00
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
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2016-06-15 01:14:44 +00:00
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void refreshHitRecoilAnims();
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void refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, bool force=false);
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void refreshMovementAnims(const WeaponInfo* weap, CharacterState movement, bool force=false);
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void refreshIdleAnims(const WeaponInfo* weap, CharacterState idle, bool force=false);
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2013-05-01 02:26:41 +00:00
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2013-05-16 13:59:41 +00:00
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void clearAnimQueue();
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2014-01-27 20:38:01 +00:00
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bool updateWeaponState();
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2014-01-17 15:31:27 +00:00
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bool updateCreatureState();
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2015-11-03 16:48:35 +00:00
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void updateIdleStormState(bool inwater);
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2013-07-23 10:26:24 +00:00
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2016-08-22 21:02:57 +00:00
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void updateAnimQueue();
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2014-12-16 19:47:45 +00:00
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void updateHeadTracking(float duration);
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2014-12-12 01:39:59 +00:00
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void updateMagicEffects();
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2013-12-08 22:05:21 +00:00
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2014-05-26 17:56:32 +00:00
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void playDeath(float startpoint, CharacterState death);
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2016-05-19 20:30:14 +00:00
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CharacterState chooseRandomDeathState() const;
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2014-01-02 19:54:41 +00:00
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void playRandomDeath(float startpoint = 0.0f);
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2013-12-31 11:24:20 +00:00
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2014-01-19 20:11:48 +00:00
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/// choose a random animation group with \a prefix and numeric suffix
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/// @param num if non-NULL, the chosen animation number will be written here
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2016-05-19 20:30:14 +00:00
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std::string chooseRandomGroup (const std::string& prefix, int* num = NULL) const;
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2014-01-19 20:11:48 +00:00
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2014-12-12 15:49:22 +00:00
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bool updateCarriedLeftVisible(WeaponType weaptype) const;
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2013-01-12 16:49:08 +00:00
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public:
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2013-07-16 06:43:33 +00:00
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CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim);
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2013-02-04 15:10:14 +00:00
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virtual ~CharacterController();
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2013-01-12 18:10:27 +00:00
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2015-05-21 22:55:43 +00:00
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virtual void handleTextKey(const std::string &groupname, const std::multimap<float, std::string>::const_iterator &key,
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const std::multimap<float, std::string>& map);
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2013-11-14 12:30:48 +00:00
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// Be careful when to call this, see comment in Actors
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void updateContinuousVfx();
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2013-02-25 17:57:34 +00:00
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void updatePtr(const MWWorld::Ptr &ptr);
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2013-08-18 05:34:38 +00:00
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void update(float duration);
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2013-01-17 00:31:09 +00:00
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2016-07-30 17:24:03 +00:00
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void persistAnimationState();
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void unpersistAnimationState();
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bool playGroup(const std::string &groupname, int mode, int count, bool persist=false);
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2013-01-17 01:53:18 +00:00
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void skipAnim();
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2013-05-25 03:10:07 +00:00
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bool isAnimPlaying(const std::string &groupName);
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2013-01-17 01:53:18 +00:00
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2016-06-11 22:04:50 +00:00
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enum KillResult
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{
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Result_DeathAnimStarted,
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Result_DeathAnimPlaying,
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Result_DeathAnimJustFinished,
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Result_DeathAnimFinished
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};
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KillResult kill();
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2014-05-14 05:14:08 +00:00
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2013-07-16 06:43:33 +00:00
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void resurrect();
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bool isDead() const
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{ return mDeathState != CharState_None; }
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2013-04-25 14:08:11 +00:00
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void forceStateUpdate();
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2014-10-08 08:58:52 +00:00
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2014-12-12 15:49:22 +00:00
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bool isReadyToBlock() const;
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2014-12-12 16:39:00 +00:00
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bool isKnockedOut() const;
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2015-09-16 13:37:36 +00:00
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bool isSneaking() const;
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2014-12-16 19:47:45 +00:00
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2015-07-02 17:14:28 +00:00
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void setAttackingOrSpell(bool attackingOrSpell);
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2016-09-01 13:43:33 +00:00
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void setAIAttackType(std::string attackType); // set and used by AiCombat
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2016-09-19 17:13:10 +00:00
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static void setAttackTypeRandomly(std::string& attackType);
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2015-07-02 17:14:28 +00:00
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2015-07-02 20:25:19 +00:00
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bool readyToPrepareAttack() const;
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2015-07-03 03:58:12 +00:00
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bool readyToStartAttack() const;
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float getAttackStrength() const;
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2015-07-02 20:25:19 +00:00
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2015-04-29 21:48:08 +00:00
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/// @see Animation::setActive
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void setActive(bool active);
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2014-12-16 19:47:45 +00:00
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/// Make this character turn its head towards \a target. To turn off head tracking, pass an empty Ptr.
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2015-12-19 15:02:47 +00:00
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void setHeadTrackTarget(const MWWorld::ConstPtr& target);
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2016-12-11 18:35:53 +00:00
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void playSwishSound(float attackStrength);
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2013-01-12 15:12:12 +00:00
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};
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2014-01-27 20:38:01 +00:00
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MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype);
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2013-01-10 16:35:24 +00:00
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}
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#endif /* GAME_MWMECHANICS_CHARACTER_HPP */
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