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openmw-tes3coop/apps/openmw/mwmechanics/character.hpp

313 lines
7.6 KiB
C++

#ifndef GAME_MWMECHANICS_CHARACTER_HPP
#define GAME_MWMECHANICS_CHARACTER_HPP
#include <deque>
#include <components/esm/loadmgef.hpp>
#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<AnimationQueueEntry> 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<float, std::string>::const_iterator &key,
const std::multimap<float, std::string>& 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 */