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https://gitlab.com/OpenMW/openmw.git
synced 2025-02-22 21:40:42 +00:00
Improve CharacterController const-correctness
C++ Core Guidelines Con. 2
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788de7edcb
commit
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@ -703,7 +703,7 @@ std::string chooseBestAttack(const ESM::Weapon* weapon)
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attackType = "chop";
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}
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else
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MWMechanics::CharacterController::setAttackTypeRandomly(attackType);
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attackType = MWMechanics::CharacterController::getRandomAttackType();
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return attackType;
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}
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@ -385,7 +385,7 @@ void CharacterController::refreshJumpAnims(const std::string& weapShortGroup, Ju
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}
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}
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bool CharacterController::onOpen()
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bool CharacterController::onOpen() const
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{
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if (mPtr.getType() == ESM::Container::sRecordId)
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{
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@ -406,7 +406,7 @@ bool CharacterController::onOpen()
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return true;
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}
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void CharacterController::onClose()
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void CharacterController::onClose() const
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{
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if (mPtr.getType() == ESM::Container::sRecordId)
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{
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@ -445,7 +445,7 @@ std::string CharacterController::getWeaponAnimation(int weaponType) const
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return weaponGroup;
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}
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std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask)
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std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask) const
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{
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bool isRealWeapon = mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
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if (!isRealWeapon)
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@ -1072,7 +1072,7 @@ void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
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mPtr = ptr;
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}
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void CharacterController::updateIdleStormState(bool inwater)
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void CharacterController::updateIdleStormState(bool inwater) const
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{
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if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperCharState_Nothing || inwater)
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{
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@ -1527,12 +1527,12 @@ bool CharacterController::updateState(CharacterState idle)
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else
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{
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// There is no "best attack" for Hand-to-Hand
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setAttackTypeRandomly(mAttackType);
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mAttackType = getRandomAttackType();
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}
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}
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else
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{
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setAttackTypeBasedOnMovement();
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mAttackType = getMovementBasedAttackType();
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}
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}
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// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
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@ -2361,7 +2361,7 @@ void CharacterController::update(float duration)
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mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
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}
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void CharacterController::persistAnimationState()
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void CharacterController::persistAnimationState() const
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{
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ESM::AnimationState& state = mPtr.getRefData().getAnimationState();
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@ -2497,18 +2497,18 @@ void CharacterController::skipAnim()
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mSkipAnim = true;
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}
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bool CharacterController::isPersistentAnimPlaying()
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bool CharacterController::isPersistentAnimPlaying() const
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{
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if (!mAnimQueue.empty())
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{
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AnimationQueueEntry& first = mAnimQueue.front();
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const AnimationQueueEntry& first = mAnimQueue.front();
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return first.mPersist && isAnimPlaying(first.mGroup);
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}
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return false;
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}
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bool CharacterController::isAnimPlaying(const std::string &groupName)
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bool CharacterController::isAnimPlaying(const std::string &groupName) const
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{
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if(mAnimation == nullptr)
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return false;
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@ -2589,7 +2589,7 @@ void CharacterController::resurrect()
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mWeaponType = ESM::Weapon::None;
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}
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void CharacterController::updateContinuousVfx()
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void CharacterController::updateContinuousVfx() const
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{
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// Keeping track of when to stop a continuous VFX seems to be very difficult to do inside the spells code,
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// as it's extremely spread out (ActiveSpells, Spells, InventoryStore effects, etc...) so we do it here.
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@ -2606,7 +2606,7 @@ void CharacterController::updateContinuousVfx()
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}
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}
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void CharacterController::updateMagicEffects()
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void CharacterController::updateMagicEffects() const
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{
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if (!mPtr.getClass().isActor())
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return;
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@ -2622,7 +2622,7 @@ void CharacterController::updateMagicEffects()
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mAnimation->setVampire(vampire);
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}
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void CharacterController::setVisibility(float visibility)
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void CharacterController::setVisibility(float visibility) const
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{
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// We should take actor's invisibility in account
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if (mPtr.getClass().isActor())
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@ -2648,18 +2648,17 @@ void CharacterController::setVisibility(float visibility)
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mAnimation->setAlpha(visibility);
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}
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void CharacterController::setAttackTypeBasedOnMovement()
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std::string CharacterController::getMovementBasedAttackType() const
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{
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float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
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if (std::abs(move[1]) > std::abs(move[0]) + 0.2f) // forward-backward
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mAttackType = "thrust";
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else if (std::abs(move[0]) > std::abs(move[1]) + 0.2f) // sideway
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mAttackType = "slash";
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else
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mAttackType = "chop";
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return "thrust";
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if (std::abs(move[0]) > std::abs(move[1]) + 0.2f) // sideway
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return "slash";
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return "chop";
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}
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bool CharacterController::isRandomAttackAnimation(const std::string& group) const
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bool CharacterController::isRandomAttackAnimation(const std::string& group)
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{
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return (group == "attack1" || group == "swimattack1" ||
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group == "attack2" || group == "swimattack2" ||
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@ -2753,16 +2752,15 @@ void CharacterController::setAIAttackType(const std::string& attackType)
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mAttackType = attackType;
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}
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void CharacterController::setAttackTypeRandomly(std::string& attackType)
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std::string CharacterController::getRandomAttackType()
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{
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MWBase::World* world = MWBase::Environment::get().getWorld();
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float random = Misc::Rng::rollProbability(world->getPrng());
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if (random >= 2/3.f)
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attackType = "thrust";
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else if (random >= 1/3.f)
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attackType = "slash";
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else
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attackType = "chop";
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return "thrust";
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if (random >= 1/3.f)
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return "slash";
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return "chop";
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}
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bool CharacterController::readyToPrepareAttack() const
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@ -2784,12 +2782,12 @@ float CharacterController::getAttackStrength() const
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return mAttackStrength;
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}
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bool CharacterController::getAttackingOrSpell()
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bool CharacterController::getAttackingOrSpell() const
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{
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return mPtr.getClass().getCreatureStats(mPtr).getAttackingOrSpell();
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}
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void CharacterController::setActive(int active)
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void CharacterController::setActive(int active) const
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{
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mAnimation->setActive(active);
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}
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@ -2799,7 +2797,7 @@ void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr &target)
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mHeadTrackTarget = target;
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}
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void CharacterController::playSwishSound(float attackStrength)
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void CharacterController::playSwishSound(float attackStrength) const
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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@ -195,7 +195,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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bool mIsMovingBackward{false};
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osg::Vec2f mSmoothedSpeed;
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void setAttackTypeBasedOnMovement();
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std::string getMovementBasedAttackType() const;
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
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void refreshHitRecoilAnims(CharacterState& idle);
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@ -206,18 +206,18 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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void clearAnimQueue(bool clearPersistAnims = false);
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bool updateState(CharacterState idle);
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void updateIdleStormState(bool inwater);
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void updateIdleStormState(bool inwater) const;
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std::string chooseRandomAttackAnimation() const;
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bool isRandomAttackAnimation(const std::string& group) const;
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static bool isRandomAttackAnimation(const std::string& group);
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bool isPersistentAnimPlaying();
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bool isPersistentAnimPlaying() const;
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void updateAnimQueue();
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void updateHeadTracking(float duration);
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void updateMagicEffects();
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void updateMagicEffects() const;
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void playDeath(float startpoint, CharacterState death);
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CharacterState chooseRandomDeathState() const;
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@ -229,11 +229,11 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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bool updateCarriedLeftVisible(int weaptype) const;
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std::string fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask = nullptr);
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std::string fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask = nullptr) const;
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std::string getWeaponAnimation(int weaponType) const;
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bool getAttackingOrSpell();
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bool getAttackingOrSpell() const;
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void setAttackingOrSpell(bool attackingOrSpell);
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@ -249,21 +249,21 @@ public:
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void handleTextKey(const std::string &groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map) override;
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// Be careful when to call this, see comment in Actors
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void updateContinuousVfx();
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void updateContinuousVfx() const;
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void updatePtr(const MWWorld::Ptr &ptr);
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void update(float duration);
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bool onOpen();
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void onClose();
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bool onOpen() const;
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void onClose() const;
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void persistAnimationState();
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void persistAnimationState() const;
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void unpersistAnimationState();
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bool playGroup(const std::string &groupname, int mode, int count, bool persist=false);
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void skipAnim();
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bool isAnimPlaying(const std::string &groupName);
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bool isAnimPlaying(const std::string &groupName) const;
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enum KillResult
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{
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@ -291,10 +291,10 @@ public:
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bool isTurning() const;
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bool isAttackingOrSpell() const;
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void setVisibility(float visibility);
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void setVisibility(float visibility) const;
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void castSpell(const std::string& spellId, bool manualSpell=false);
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void setAIAttackType(const std::string& attackType);
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static void setAttackTypeRandomly(std::string& attackType);
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static std::string getRandomAttackType();
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bool readyToPrepareAttack() const;
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bool readyToStartAttack() const;
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@ -302,12 +302,12 @@ public:
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float getAttackStrength() const;
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/// @see Animation::setActive
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void setActive(int active);
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void setActive(int active) const;
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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::ConstPtr& target);
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void playSwishSound(float attackStrength);
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void playSwishSound(float attackStrength) const;
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};
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}
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