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319 lines
7.9 KiB
C++
319 lines
7.9 KiB
C++
#ifndef GAME_MWMECHANICS_CHARACTER_HPP
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#define GAME_MWMECHANICS_CHARACTER_HPP
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#include <deque>
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/containerstore.hpp"
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#include "../mwrender/animation.hpp"
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#include "weapontype.hpp"
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namespace MWWorld
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{
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class InventoryStore;
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}
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namespace MWRender
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{
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class Animation;
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}
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namespace MWMechanics
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{
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struct Movement;
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class CreatureStats;
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enum Priority {
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Priority_Default,
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Priority_WeaponLowerBody,
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Priority_SneakIdleLowerBody,
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Priority_SwimIdle,
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Priority_Jump,
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Priority_Movement,
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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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Priority_Death,
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Priority_Persistent,
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Num_Priorities
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};
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enum CharacterState {
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CharState_None,
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CharState_SpecialIdle,
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CharState_Idle,
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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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CharState_IdleSneak,
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CharState_WalkForward,
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CharState_WalkBack,
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CharState_WalkLeft,
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CharState_WalkRight,
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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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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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CharState_SneakForward,
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CharState_SneakBack,
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CharState_SneakLeft,
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CharState_SneakRight,
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CharState_TurnLeft,
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CharState_TurnRight,
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CharState_SwimTurnLeft,
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CharState_SwimTurnRight,
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CharState_Jump,
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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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CharState_Death5,
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CharState_SwimDeath,
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CharState_SwimDeathKnockDown,
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CharState_SwimDeathKnockOut,
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CharState_DeathKnockDown,
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CharState_DeathKnockOut,
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CharState_Hit,
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CharState_SwimHit,
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CharState_KnockDown,
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CharState_KnockOut,
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CharState_SwimKnockDown,
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CharState_SwimKnockOut,
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CharState_Block
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};
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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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UpperCharState_StartToMinAttack,
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UpperCharState_MinAttackToMaxAttack,
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UpperCharState_MaxAttackToMinHit,
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UpperCharState_MinHitToHit,
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UpperCharState_FollowStartToFollowStop,
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UpperCharState_CastingSpell
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};
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enum JumpingState {
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JumpState_None,
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JumpState_InAir,
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JumpState_Landing
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};
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struct WeaponInfo;
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class CharacterController : public MWRender::Animation::TextKeyListener
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{
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MWWorld::Ptr mPtr;
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MWWorld::Ptr mWeapon;
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MWRender::Animation *mAnimation;
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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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AnimationQueue mAnimQueue;
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CharacterState mIdleState;
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std::string mCurrentIdle;
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CharacterState mMovementState;
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std::string mCurrentMovement;
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float mMovementAnimSpeed;
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bool mAdjustMovementAnimSpeed;
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bool mHasMovedInXY;
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bool mMovementAnimationControlled;
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CharacterState mDeathState;
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std::string mCurrentDeath;
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bool mFloatToSurface;
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CharacterState mHitState;
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std::string mCurrentHit;
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UpperBodyCharacterState mUpperBodyState;
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JumpingState mJumpState;
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std::string mCurrentJump;
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int mWeaponType;
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std::string mCurrentWeapon;
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float mAttackStrength;
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bool mSkipAnim;
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// counted for skill increase
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float mSecondsOfSwimming;
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float mSecondsOfRunning;
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MWWorld::ConstPtr mHeadTrackTarget;
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float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning
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std::string mAttackType; // slash, chop or thrust
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bool mAttackingOrSpell;
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bool mCastingManualSpell;
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float mTimeUntilWake;
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bool mIsMovingBackward;
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osg::Vec2f mSmoothedSpeed;
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void setAttackTypeBasedOnMovement();
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
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void refreshHitRecoilAnims(CharacterState& idle);
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void refreshJumpAnims(const std::string& weapShortGroup, JumpingState jump, CharacterState& idle, bool force=false);
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void refreshMovementAnims(const std::string& weapShortGroup, CharacterState movement, CharacterState& idle, bool force=false);
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void refreshIdleAnims(const std::string& weapShortGroup, CharacterState idle, bool force=false);
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void clearAnimQueue(bool clearPersistAnims = false);
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bool updateWeaponState(CharacterState& idle);
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bool updateCreatureState();
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void updateIdleStormState(bool inwater);
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std::string chooseRandomAttackAnimation() const;
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bool isRandomAttackAnimation(const std::string& group) const;
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bool isPersistentAnimPlaying();
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void updateAnimQueue();
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void updateHeadTracking(float duration);
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void updateMagicEffects();
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void playDeath(float startpoint, CharacterState death);
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CharacterState chooseRandomDeathState() const;
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void playRandomDeath(float startpoint = 0.0f);
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/// choose a random animation group with \a prefix and numeric suffix
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/// @param num if non-nullptr, the chosen animation number will be written here
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std::string chooseRandomGroup (const std::string& prefix, int* num = nullptr) const;
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bool updateCarriedLeftVisible(int weaptype) const;
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std::string fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask = nullptr);
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std::string getWeaponAnimation(int weaponType) const;
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public:
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CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim);
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virtual ~CharacterController();
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void handleTextKey(const std::string &groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map) override;
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// Be careful when to call this, see comment in Actors
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void updateContinuousVfx();
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void updatePtr(const MWWorld::Ptr &ptr);
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void update(float duration);
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bool onOpen();
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void onClose();
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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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void skipAnim();
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bool isAnimPlaying(const std::string &groupName);
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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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void resurrect();
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bool isDead() const
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{ return mDeathState != CharState_None; }
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void forceStateUpdate();
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bool isAttackPreparing() const;
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bool isCastingSpell() const;
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bool isReadyToBlock() const;
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bool isKnockedDown() const;
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bool isKnockedOut() const;
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bool isRecovery() const;
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bool isSneaking() const;
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bool isRunning() const;
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bool isTurning() const;
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bool isAttackingOrSpell() const;
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void setVisibility(float visibility);
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void setAttackingOrSpell(bool attackingOrSpell);
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void castSpell(const std::string spellId, bool manualSpell=false);
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void setAIAttackType(const std::string& attackType);
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static void setAttackTypeRandomly(std::string& attackType);
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bool readyToPrepareAttack() const;
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bool readyToStartAttack() const;
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float getAttackStrength() const;
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/*
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Start of tes3mp addition
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Make it possible to get the current attack type from elsewhere in the code
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*/
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std::string getAttackType() const;
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/*
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End of tes3mp addition
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*/
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/// @see Animation::setActive
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void setActive(int active);
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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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void setHeadTrackTarget(const MWWorld::ConstPtr& target);
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void playSwishSound(float attackStrength);
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};
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}
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#endif /* GAME_MWMECHANICS_CHARACTER_HPP */
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