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C++

#ifndef OPENMW_MWWORLD_PROJECTILEMANAGER_H
#define OPENMW_MWWORLD_PROJECTILEMANAGER_H
#include <string>
#include <osg/ref_ptr>
#include <osg/PositionAttitudeTransform>
#include <components/esm/effectlist.hpp>
#include "../mwbase/soundmanager.hpp"
#include "ptr.hpp"
namespace MWPhysics
{
class PhysicsSystem;
}
namespace Loading
{
class Listener;
}
namespace osg
{
class Group;
class Quat;
}
namespace Resource
{
class ResourceSystem;
}
namespace MWRender
{
class EffectAnimationTime;
}
namespace MWWorld
{
class ProjectileManager
{
public:
ProjectileManager (osg::Group* parent, Resource::ResourceSystem* resourceSystem,
MWPhysics::PhysicsSystem* physics);
/// 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 osg::Vec3f& fallbackDirection);
void launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
const osg::Vec3f& pos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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:
osg::ref_ptr<osg::Group> mParent;
Resource::ResourceSystem* mResourceSystem;
MWPhysics::PhysicsSystem* mPhysics;
struct State
{
osg::ref_ptr<osg::PositionAttitudeTransform> mNode;
boost::shared_ptr<MWRender::EffectAnimationTime> mEffectAnimationTime;
int mActorId;
// 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.
MWWorld::Ptr mCasterHandle;
MWWorld::Ptr getCaster();
// 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;
osg::Vec3f mVelocity;
float mAttackStrength;
};
std::vector<MagicBoltState> mMagicBolts;
std::vector<ProjectileState> mProjectiles;
void moveProjectiles(float dt);
void moveMagicBolts(float dt);
void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient);
void update (State& state, float duration);
};
}
#endif