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openmw-tes3mp/apps/openmw/mwmechanics/actor.hpp

63 lines
1.5 KiB
C++

#ifndef OPENMW_MECHANICS_ACTOR_H
#define OPENMW_MECHANICS_ACTOR_H
#include <memory>
#include "../mwmechanics/actorutil.hpp"
#include <components/misc/timer.hpp>
namespace MWRender
{
class Animation;
}
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
class CharacterController;
/// @brief Holds temporary state for an actor that will be discarded when the actor leaves the scene.
class Actor
{
public:
Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation);
/// Notify this actor of its new base object Ptr, use when the object changed cells
void updatePtr(const MWWorld::Ptr& newPtr);
CharacterController* getCharacterController();
int getGreetingTimer() const;
void setGreetingTimer(int timer);
float getAngleToPlayer() const;
void setAngleToPlayer(float angle);
GreetingState getGreetingState() const;
void setGreetingState(GreetingState state);
bool isTurningToPlayer() const;
void setTurningToPlayer(bool turning);
Misc::TimerStatus updateEngageCombatTimer(float duration)
{
return mEngageCombat.update(duration);
}
private:
std::unique_ptr<CharacterController> mCharacterController;
int mGreetingTimer{0};
float mTargetAngleRadians{0.f};
GreetingState mGreetingState{Greet_None};
bool mIsTurningToPlayer{false};
Misc::DeviatingPeriodicTimer mEngageCombat{1.0f, 0.25f, Misc::Rng::deviate(0, 0.25f)};
};
}
#endif