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