You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3mp/apps/openmw/mwworld/projectilemanager.hpp

119 lines
3.3 KiB
C++

#ifndef OPENMW_MWWORLD_PROJECTILEMANAGER_H
#define OPENMW_MWWORLD_PROJECTILEMANAGER_H
#include <string>
#include <OgreVector3.h>
#include <components/esm/effectlist.hpp>
#include <components/nifogre/ogrenifloader.hpp>
#include "../mwbase/soundmanager.hpp"
#include "ptr.hpp"
namespace OEngine
{
namespace Physic
{
class PhysicEngine;
}
}
namespace Loading
{
class Listener;
}
namespace Ogre
{
class SceneManager;
}
namespace MWWorld
{
class ProjectileManager
{
public:
ProjectileManager (Ogre::SceneManager* sceneMgr,
OEngine::Physic::PhysicEngine& engine);
/// If caster is an actor, the actor's facing orientation is used. Otherwise fallbackDirection is used.
void launchMagicBolt (const std::string& model, const std::string &sound, const std::string &spellId,
float speed, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const Ogre::Vector3& fallbackDirection);
void launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
const Ogre::Vector3& pos, const Ogre::Quaternion& orient, MWWorld::Ptr bow, float speed);
void update(float dt);
/// Removes all current projectiles. Should be called when switching to a new worldspace.
void clear();
void write (ESM::ESMWriter& writer, Loading::Listener& progress) const;
bool readRecord (ESM::ESMReader& reader, uint32_t type);
int countSavedGameRecords() const;
private:
OEngine::Physic::PhysicEngine& mPhysEngine;
Ogre::SceneManager* mSceneMgr;
struct State
{
NifOgre::ObjectScenePtr mObject;
Ogre::SceneNode* mNode;
int mActorId;
// actorId doesn't work for non-actors, so we also keep track of the Ogre-handle.
// For non-actors, the caster ptr is mainly needed to prevent the projectile
// from colliding with its caster.
// TODO: this will break when the game is saved and reloaded, since there is currently
// no way to write identifiers for non-actors to a savegame.
std::string mCasterHandle;
// MW-id of this projectile
std::string mId;
};
struct MagicBoltState : public State
{
std::string mSpellId;
// Name of item to display as effect source in magic menu (in case we casted an enchantment)
std::string mSourceName;
ESM::EffectList mEffects;
float mSpeed;
bool mStack;
MWBase::SoundPtr mSound;
std::string mSoundId;
};
struct ProjectileState : public State
{
// RefID of the bow or crossbow the actor was using when this projectile was fired (may be empty)
std::string mBowId;
Ogre::Vector3 mVelocity;
};
std::vector<MagicBoltState> mMagicBolts;
std::vector<ProjectileState> mProjectiles;
void moveProjectiles(float dt);
void moveMagicBolts(float dt);
void createModel (State& state, const std::string& model);
void update (NifOgre::ObjectScenePtr object, float duration);
};
}
#endif