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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-22 21:40:42 +00:00

Improve CharacterController const-correctness

C++ Core Guidelines Con. 2
This commit is contained in:
Alexei Kotov 2022-06-11 02:08:43 +03:00
parent 788de7edcb
commit 97d4206a3d
3 changed files with 44 additions and 46 deletions

View File

@ -703,7 +703,7 @@ std::string chooseBestAttack(const ESM::Weapon* weapon)
attackType = "chop";
}
else
MWMechanics::CharacterController::setAttackTypeRandomly(attackType);
attackType = MWMechanics::CharacterController::getRandomAttackType();
return attackType;
}

View File

@ -385,7 +385,7 @@ void CharacterController::refreshJumpAnims(const std::string& weapShortGroup, Ju
}
}
bool CharacterController::onOpen()
bool CharacterController::onOpen() const
{
if (mPtr.getType() == ESM::Container::sRecordId)
{
@ -406,7 +406,7 @@ bool CharacterController::onOpen()
return true;
}
void CharacterController::onClose()
void CharacterController::onClose() const
{
if (mPtr.getType() == ESM::Container::sRecordId)
{
@ -445,7 +445,7 @@ std::string CharacterController::getWeaponAnimation(int weaponType) const
return weaponGroup;
}
std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask)
std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask) const
{
bool isRealWeapon = mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
if (!isRealWeapon)
@ -1072,7 +1072,7 @@ void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
mPtr = ptr;
}
void CharacterController::updateIdleStormState(bool inwater)
void CharacterController::updateIdleStormState(bool inwater) const
{
if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperCharState_Nothing || inwater)
{
@ -1527,12 +1527,12 @@ bool CharacterController::updateState(CharacterState idle)
else
{
// There is no "best attack" for Hand-to-Hand
setAttackTypeRandomly(mAttackType);
mAttackType = getRandomAttackType();
}
}
else
{
setAttackTypeBasedOnMovement();
mAttackType = getMovementBasedAttackType();
}
}
// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
@ -2361,7 +2361,7 @@ void CharacterController::update(float duration)
mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
}
void CharacterController::persistAnimationState()
void CharacterController::persistAnimationState() const
{
ESM::AnimationState& state = mPtr.getRefData().getAnimationState();
@ -2497,18 +2497,18 @@ void CharacterController::skipAnim()
mSkipAnim = true;
}
bool CharacterController::isPersistentAnimPlaying()
bool CharacterController::isPersistentAnimPlaying() const
{
if (!mAnimQueue.empty())
{
AnimationQueueEntry& first = mAnimQueue.front();
const AnimationQueueEntry& first = mAnimQueue.front();
return first.mPersist && isAnimPlaying(first.mGroup);
}
return false;
}
bool CharacterController::isAnimPlaying(const std::string &groupName)
bool CharacterController::isAnimPlaying(const std::string &groupName) const
{
if(mAnimation == nullptr)
return false;
@ -2589,7 +2589,7 @@ void CharacterController::resurrect()
mWeaponType = ESM::Weapon::None;
}
void CharacterController::updateContinuousVfx()
void CharacterController::updateContinuousVfx() const
{
// Keeping track of when to stop a continuous VFX seems to be very difficult to do inside the spells code,
// as it's extremely spread out (ActiveSpells, Spells, InventoryStore effects, etc...) so we do it here.
@ -2606,7 +2606,7 @@ void CharacterController::updateContinuousVfx()
}
}
void CharacterController::updateMagicEffects()
void CharacterController::updateMagicEffects() const
{
if (!mPtr.getClass().isActor())
return;
@ -2622,7 +2622,7 @@ void CharacterController::updateMagicEffects()
mAnimation->setVampire(vampire);
}
void CharacterController::setVisibility(float visibility)
void CharacterController::setVisibility(float visibility) const
{
// We should take actor's invisibility in account
if (mPtr.getClass().isActor())
@ -2648,18 +2648,17 @@ void CharacterController::setVisibility(float visibility)
mAnimation->setAlpha(visibility);
}
void CharacterController::setAttackTypeBasedOnMovement()
std::string CharacterController::getMovementBasedAttackType() const
{
float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
if (std::abs(move[1]) > std::abs(move[0]) + 0.2f) // forward-backward
mAttackType = "thrust";
else if (std::abs(move[0]) > std::abs(move[1]) + 0.2f) // sideway
mAttackType = "slash";
else
mAttackType = "chop";
return "thrust";
if (std::abs(move[0]) > std::abs(move[1]) + 0.2f) // sideway
return "slash";
return "chop";
}
bool CharacterController::isRandomAttackAnimation(const std::string& group) const
bool CharacterController::isRandomAttackAnimation(const std::string& group)
{
return (group == "attack1" || group == "swimattack1" ||
group == "attack2" || group == "swimattack2" ||
@ -2753,16 +2752,15 @@ void CharacterController::setAIAttackType(const std::string& attackType)
mAttackType = attackType;
}
void CharacterController::setAttackTypeRandomly(std::string& attackType)
std::string CharacterController::getRandomAttackType()
{
MWBase::World* world = MWBase::Environment::get().getWorld();
float random = Misc::Rng::rollProbability(world->getPrng());
if (random >= 2/3.f)
attackType = "thrust";
else if (random >= 1/3.f)
attackType = "slash";
else
attackType = "chop";
return "thrust";
if (random >= 1/3.f)
return "slash";
return "chop";
}
bool CharacterController::readyToPrepareAttack() const
@ -2784,12 +2782,12 @@ float CharacterController::getAttackStrength() const
return mAttackStrength;
}
bool CharacterController::getAttackingOrSpell()
bool CharacterController::getAttackingOrSpell() const
{
return mPtr.getClass().getCreatureStats(mPtr).getAttackingOrSpell();
}
void CharacterController::setActive(int active)
void CharacterController::setActive(int active) const
{
mAnimation->setActive(active);
}
@ -2799,7 +2797,7 @@ void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr &target)
mHeadTrackTarget = target;
}
void CharacterController::playSwishSound(float attackStrength)
void CharacterController::playSwishSound(float attackStrength) const
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();

View File

@ -195,7 +195,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
bool mIsMovingBackward{false};
osg::Vec2f mSmoothedSpeed;
void setAttackTypeBasedOnMovement();
std::string getMovementBasedAttackType() const;
void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
void refreshHitRecoilAnims(CharacterState& idle);
@ -206,18 +206,18 @@ class CharacterController : public MWRender::Animation::TextKeyListener
void clearAnimQueue(bool clearPersistAnims = false);
bool updateState(CharacterState idle);
void updateIdleStormState(bool inwater);
void updateIdleStormState(bool inwater) const;
std::string chooseRandomAttackAnimation() const;
bool isRandomAttackAnimation(const std::string& group) const;
static bool isRandomAttackAnimation(const std::string& group);
bool isPersistentAnimPlaying();
bool isPersistentAnimPlaying() const;
void updateAnimQueue();
void updateHeadTracking(float duration);
void updateMagicEffects();
void updateMagicEffects() const;
void playDeath(float startpoint, CharacterState death);
CharacterState chooseRandomDeathState() const;
@ -229,11 +229,11 @@ class CharacterController : public MWRender::Animation::TextKeyListener
bool updateCarriedLeftVisible(int weaptype) const;
std::string fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask = nullptr);
std::string fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask = nullptr) const;
std::string getWeaponAnimation(int weaponType) const;
bool getAttackingOrSpell();
bool getAttackingOrSpell() const;
void setAttackingOrSpell(bool attackingOrSpell);
@ -249,21 +249,21 @@ public:
void handleTextKey(const std::string &groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map) override;
// Be careful when to call this, see comment in Actors
void updateContinuousVfx();
void updateContinuousVfx() const;
void updatePtr(const MWWorld::Ptr &ptr);
void update(float duration);
bool onOpen();
void onClose();
bool onOpen() const;
void onClose() const;
void persistAnimationState();
void persistAnimationState() const;
void unpersistAnimationState();
bool playGroup(const std::string &groupname, int mode, int count, bool persist=false);
void skipAnim();
bool isAnimPlaying(const std::string &groupName);
bool isAnimPlaying(const std::string &groupName) const;
enum KillResult
{
@ -291,10 +291,10 @@ public:
bool isTurning() const;
bool isAttackingOrSpell() const;
void setVisibility(float visibility);
void setVisibility(float visibility) const;
void castSpell(const std::string& spellId, bool manualSpell=false);
void setAIAttackType(const std::string& attackType);
static void setAttackTypeRandomly(std::string& attackType);
static std::string getRandomAttackType();
bool readyToPrepareAttack() const;
bool readyToStartAttack() const;
@ -302,12 +302,12 @@ public:
float getAttackStrength() const;
/// @see Animation::setActive
void setActive(int active);
void setActive(int active) const;
/// 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);
void playSwishSound(float attackStrength) const;
};
}