2013-01-10 08:35:24 -08:00
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#ifndef GAME_MWMECHANICS_CHARACTER_HPP
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#define GAME_MWMECHANICS_CHARACTER_HPP
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2013-01-18 16:00:51 -08:00
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#include <OgreVector3.h>
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2013-10-02 22:54:36 +02:00
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#include <components/esm/loadmgef.hpp>
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2013-01-12 08:49:08 -08:00
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#include "../mwworld/ptr.hpp"
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2013-07-24 21:08:16 -07:00
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namespace MWWorld
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{
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class ContainerStoreIterator;
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class InventoryStore;
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}
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2013-01-16 10:16:37 -08:00
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namespace MWRender
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{
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class Animation;
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}
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2013-01-10 08:35:24 -08:00
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namespace MWMechanics
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{
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2013-03-31 00:13:56 -07:00
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class Movement;
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2014-01-19 13:31:17 +01:00
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class CreatureStats;
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enum Priority {
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Priority_Default,
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Priority_Jump,
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Priority_Movement,
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Priority_Hit,
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Priority_Weapon,
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Priority_Knockdown,
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Priority_Torch,
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Priority_Storm,
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Priority_Death,
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Num_Priorities
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};
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2013-01-12 10:10:27 -08:00
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enum CharacterState {
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CharState_None,
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2013-02-23 01:54:46 -08:00
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CharState_SpecialIdle,
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CharState_Idle,
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CharState_Idle2,
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CharState_Idle3,
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CharState_Idle4,
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CharState_Idle5,
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CharState_Idle6,
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CharState_Idle7,
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CharState_Idle8,
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CharState_Idle9,
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CharState_IdleSwim,
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CharState_IdleSneak,
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CharState_WalkForward,
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CharState_WalkBack,
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CharState_WalkLeft,
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CharState_WalkRight,
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2013-02-05 19:05:07 -08:00
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CharState_SwimWalkForward,
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CharState_SwimWalkBack,
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CharState_SwimWalkLeft,
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CharState_SwimWalkRight,
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2013-02-06 16:53:52 -08:00
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CharState_RunForward,
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CharState_RunBack,
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CharState_RunLeft,
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CharState_RunRight,
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CharState_SwimRunForward,
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CharState_SwimRunBack,
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CharState_SwimRunLeft,
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CharState_SwimRunRight,
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2013-03-06 16:58:56 +01:00
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CharState_SneakForward,
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CharState_SneakBack,
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CharState_SneakLeft,
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CharState_SneakRight,
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2013-03-31 03:50:20 -07:00
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CharState_TurnLeft,
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CharState_TurnRight,
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CharState_Jump,
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CharState_Death1,
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CharState_Death2,
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CharState_Death3,
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CharState_Death4,
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CharState_Death5,
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CharState_SwimDeath,
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CharState_DeathKnockDown,
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CharState_DeathKnockOut,
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2014-01-02 21:54:41 +02:00
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CharState_Hit,
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CharState_KnockDown,
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CharState_KnockOut,
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CharState_Block
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};
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enum WeaponType {
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WeapType_None,
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WeapType_HandToHand,
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WeapType_OneHand,
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WeapType_TwoHand,
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WeapType_TwoWide,
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WeapType_BowAndArrow,
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WeapType_Crossbow,
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WeapType_Thrown,
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WeapType_PickProbe,
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WeapType_Spell
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};
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2013-07-13 22:24:52 +01:00
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enum UpperBodyCharacterState {
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UpperCharState_Nothing,
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UpperCharState_EquipingWeap,
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UpperCharState_UnEquipingWeap,
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UpperCharState_WeapEquiped,
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UpperCharState_StartToMinAttack,
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UpperCharState_MinAttackToMaxAttack,
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UpperCharState_MaxAttackToMinHit,
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UpperCharState_MinHitToHit,
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UpperCharState_FollowStartToFollowStop,
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UpperCharState_CastingSpell
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2013-07-13 22:24:52 +01:00
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};
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2013-08-18 23:42:56 -07:00
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enum JumpingState {
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JumpState_None,
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JumpState_InAir,
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JumpState_Landing
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};
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2013-01-12 07:12:12 -08:00
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class CharacterController
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{
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MWWorld::Ptr mPtr;
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MWRender::Animation *mAnimation;
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2013-04-24 06:32:11 -07:00
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typedef std::deque<std::pair<std::string,size_t> > AnimationQueue;
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AnimationQueue mAnimQueue;
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2013-07-15 22:56:23 -07:00
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CharacterState mIdleState;
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std::string mCurrentIdle;
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CharacterState mMovementState;
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std::string mCurrentMovement;
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float mMovementSpeed;
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bool mHasMovedInXY;
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bool mMovementAnimationControlled;
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2013-07-15 23:43:33 -07:00
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CharacterState mDeathState;
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std::string mCurrentDeath;
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2013-12-31 13:24:20 +02:00
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CharacterState mHitState;
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std::string mCurrentHit;
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2013-07-13 22:24:52 +01:00
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UpperBodyCharacterState mUpperBodyState;
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2013-07-16 11:40:19 +01:00
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JumpingState mJumpState;
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std::string mCurrentJump;
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WeaponType mWeaponType;
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std::string mCurrentWeapon;
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bool mSkipAnim;
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2013-04-28 07:53:04 +02:00
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// counted for skill increase
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float mSecondsOfSwimming;
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float mSecondsOfRunning;
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2014-12-16 20:47:45 +01:00
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MWWorld::Ptr mHeadTrackTarget;
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2014-09-17 05:20:10 +02:00
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float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning
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2013-07-16 23:32:41 +02:00
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std::string mAttackType; // slash, chop or thrust
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void determineAttackType();
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2013-07-15 22:56:23 -07:00
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force=false);
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2013-04-30 19:26:41 -07:00
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2013-05-16 06:59:41 -07:00
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void clearAnimQueue();
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2014-01-27 22:38:01 +02:00
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bool updateWeaponState();
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2014-01-17 16:31:27 +01:00
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bool updateCreatureState();
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2014-06-24 18:37:38 +02:00
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void updateIdleStormState();
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2013-07-23 03:26:24 -07:00
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2014-12-16 20:47:45 +01:00
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void updateHeadTracking(float duration);
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2014-09-15 00:29:21 +02:00
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void castSpell(const std::string& spellid);
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2014-12-12 02:39:59 +01:00
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void updateMagicEffects();
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2013-12-08 23:05:21 +01:00
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2014-05-26 19:56:32 +02:00
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void playDeath(float startpoint, CharacterState death);
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2014-01-02 21:54:41 +02:00
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void playRandomDeath(float startpoint = 0.0f);
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2013-12-31 13:24:20 +02:00
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2014-01-19 21:11:48 +01:00
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/// choose a random animation group with \a prefix and numeric suffix
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/// @param num if non-NULL, the chosen animation number will be written here
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std::string chooseRandomGroup (const std::string& prefix, int* num = NULL);
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2014-12-12 16:49:22 +01:00
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bool updateCarriedLeftVisible(WeaponType weaptype) const;
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2013-01-12 08:49:08 -08:00
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public:
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CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim);
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virtual ~CharacterController();
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2013-11-14 13:30:48 +01:00
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// Be careful when to call this, see comment in Actors
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void updateContinuousVfx();
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2013-02-25 09:57:34 -08:00
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void updatePtr(const MWWorld::Ptr &ptr);
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2013-08-17 22:34:38 -07:00
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void update(float duration);
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2013-01-16 16:31:09 -08:00
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2013-01-16 17:53:18 -08:00
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void playGroup(const std::string &groupname, int mode, int count);
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void skipAnim();
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2013-05-24 20:10:07 -07:00
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bool isAnimPlaying(const std::string &groupName);
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2013-01-16 17:53:18 -08:00
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2014-05-14 07:14:08 +02:00
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/// @return false if the character has already been killed before
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2013-12-15 18:50:25 +02:00
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bool kill();
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2014-05-14 07:14:08 +02:00
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2013-07-15 23:43:33 -07:00
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void resurrect();
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bool isDead() const
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{ return mDeathState != CharState_None; }
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2013-04-25 07:08:11 -07:00
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void forceStateUpdate();
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2014-10-08 10:58:52 +02:00
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2014-12-12 16:49:22 +01:00
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bool isReadyToBlock() const;
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2014-12-12 17:39:00 +01:00
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bool isKnockedOut() const;
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2014-12-16 20:47:45 +01:00
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/// Make this character turn its head towards \a target. To turn off head tracking, pass an empty Ptr.
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void setHeadTrackTarget(const MWWorld::Ptr& target);
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2013-01-12 07:12:12 -08:00
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};
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2014-01-15 22:56:55 +02:00
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void getWeaponGroup(WeaponType weaptype, std::string &group);
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2014-01-27 22:38:01 +02:00
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MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype);
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2013-01-10 08:35:24 -08:00
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}
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#endif /* GAME_MWMECHANICS_CHARACTER_HPP */
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