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