#ifndef GAME_MWMECHANICS_CHARACTER_HPP #define GAME_MWMECHANICS_CHARACTER_HPP #include #include #include "../mwworld/ptr.hpp" #include "../mwworld/containerstore.hpp" #include "../mwrender/animation.hpp" namespace MWWorld { class InventoryStore; } namespace MWRender { class Animation; } namespace MWMechanics { struct Movement; class CreatureStats; enum Priority { Priority_Default, Priority_WeaponLowerBody, Priority_SneakIdleLowerBody, Priority_SwimIdle, Priority_Jump, Priority_Movement, Priority_Hit, Priority_Weapon, Priority_Block, Priority_Knockdown, Priority_Torch, Priority_Storm, Priority_Death, Priority_Persistent, Num_Priorities }; enum CharacterState { CharState_None, CharState_SpecialIdle, CharState_Idle, CharState_Idle2, CharState_Idle3, CharState_Idle4, CharState_Idle5, CharState_Idle6, CharState_Idle7, CharState_Idle8, CharState_Idle9, CharState_IdleSwim, CharState_IdleSneak, CharState_WalkForward, CharState_WalkBack, CharState_WalkLeft, CharState_WalkRight, CharState_SwimWalkForward, CharState_SwimWalkBack, CharState_SwimWalkLeft, CharState_SwimWalkRight, CharState_RunForward, CharState_RunBack, CharState_RunLeft, CharState_RunRight, CharState_SwimRunForward, CharState_SwimRunBack, CharState_SwimRunLeft, CharState_SwimRunRight, CharState_SneakForward, CharState_SneakBack, CharState_SneakLeft, CharState_SneakRight, CharState_TurnLeft, CharState_TurnRight, CharState_SwimTurnLeft, CharState_SwimTurnRight, CharState_Jump, CharState_Death1, CharState_Death2, CharState_Death3, CharState_Death4, CharState_Death5, CharState_SwimDeath, CharState_SwimDeathKnockDown, CharState_SwimDeathKnockOut, CharState_DeathKnockDown, CharState_DeathKnockOut, CharState_Hit, CharState_SwimHit, CharState_KnockDown, CharState_KnockOut, CharState_SwimKnockDown, CharState_SwimKnockOut, CharState_Block }; enum WeaponType { WeapType_None, WeapType_HandToHand, WeapType_OneHand, WeapType_TwoHand, WeapType_TwoWide, WeapType_BowAndArrow, WeapType_Crossbow, WeapType_Thrown, WeapType_PickProbe, WeapType_Spell }; enum UpperBodyCharacterState { UpperCharState_Nothing, UpperCharState_EquipingWeap, UpperCharState_UnEquipingWeap, UpperCharState_WeapEquiped, UpperCharState_StartToMinAttack, UpperCharState_MinAttackToMaxAttack, UpperCharState_MaxAttackToMinHit, UpperCharState_MinHitToHit, UpperCharState_FollowStartToFollowStop, UpperCharState_CastingSpell }; enum JumpingState { JumpState_None, JumpState_InAir, JumpState_Landing }; struct WeaponInfo; class CharacterController : public MWRender::Animation::TextKeyListener { MWWorld::Ptr mPtr; MWWorld::Ptr mWeapon; MWRender::Animation *mAnimation; struct AnimationQueueEntry { std::string mGroup; size_t mLoopCount; bool mPersist; }; typedef std::deque AnimationQueue; AnimationQueue mAnimQueue; CharacterState mIdleState; std::string mCurrentIdle; CharacterState mMovementState; std::string mCurrentMovement; float mMovementAnimSpeed; bool mAdjustMovementAnimSpeed; bool mHasMovedInXY; bool mMovementAnimationControlled; CharacterState mDeathState; std::string mCurrentDeath; bool mFloatToSurface; CharacterState mHitState; std::string mCurrentHit; UpperBodyCharacterState mUpperBodyState; JumpingState mJumpState; std::string mCurrentJump; WeaponType mWeaponType; std::string mCurrentWeapon; float mAttackStrength; bool mSkipAnim; // counted for skill increase float mSecondsOfSwimming; float mSecondsOfRunning; MWWorld::ConstPtr mHeadTrackTarget; float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning std::string mAttackType; // slash, chop or thrust bool mAttackingOrSpell; bool mCastingManualSpell; float mTimeUntilWake; void setAttackTypeBasedOnMovement(); void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false); void refreshHitRecoilAnims(); void refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, bool force=false); void refreshMovementAnims(const WeaponInfo* weap, CharacterState movement, bool force=false); void refreshIdleAnims(const WeaponInfo* weap, CharacterState idle, bool force=false); void clearAnimQueue(bool clearPersistAnims = false); bool updateWeaponState(); bool updateCreatureState(); void updateIdleStormState(bool inwater); bool isPersistentAnimPlaying(); void updateAnimQueue(); void updateHeadTracking(float duration); void updateMagicEffects(); void playDeath(float startpoint, CharacterState death); CharacterState chooseRandomDeathState() const; void playRandomDeath(float startpoint = 0.0f); /// choose a random animation group with \a prefix and numeric suffix /// @param num if non-NULL, the chosen animation number will be written here std::string chooseRandomGroup (const std::string& prefix, int* num = NULL) const; bool updateCarriedLeftVisible(WeaponType weaptype) const; public: CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim); virtual ~CharacterController(); virtual void handleTextKey(const std::string &groupname, const std::multimap::const_iterator &key, const std::multimap& map); // Be careful when to call this, see comment in Actors void updateContinuousVfx(); void updatePtr(const MWWorld::Ptr &ptr); void update(float duration); void persistAnimationState(); void unpersistAnimationState(); bool playGroup(const std::string &groupname, int mode, int count, bool persist=false); void skipAnim(); bool isAnimPlaying(const std::string &groupName); enum KillResult { Result_DeathAnimStarted, Result_DeathAnimPlaying, Result_DeathAnimJustFinished, Result_DeathAnimFinished }; KillResult kill(); void resurrect(); bool isDead() const { return mDeathState != CharState_None; } void forceStateUpdate(); bool isAttackPrepairing() const; bool isCastingSpell() const; bool isReadyToBlock() const; bool isKnockedDown() const; bool isKnockedOut() const; bool isRecovery() const; bool isSneaking() const; bool isRunning() const; bool isTurning() const; bool isAttackingOrSpell() const; void setAttackingOrSpell(bool attackingOrSpell); void castSpell(const std::string spellId, bool manualSpell=false); void setAIAttackType(const std::string& attackType); static void setAttackTypeRandomly(std::string& attackType); bool readyToPrepareAttack() const; bool readyToStartAttack() const; float getAttackStrength() const; /// @see Animation::setActive void setActive(int active); /// Make this character turn its head towards \a target. To turn off head tracking, pass an empty Ptr. void setHeadTrackTarget(const MWWorld::ConstPtr& target); void playSwishSound(float attackStrength); }; MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype); } #endif /* GAME_MWMECHANICS_CHARACTER_HPP */