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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-23 15:40:42 +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"; attackType = "chop";
} }
else else
MWMechanics::CharacterController::setAttackTypeRandomly(attackType); attackType = MWMechanics::CharacterController::getRandomAttackType();
return attackType; 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) if (mPtr.getType() == ESM::Container::sRecordId)
{ {
@ -406,7 +406,7 @@ bool CharacterController::onOpen()
return true; return true;
} }
void CharacterController::onClose() void CharacterController::onClose() const
{ {
if (mPtr.getType() == ESM::Container::sRecordId) if (mPtr.getType() == ESM::Container::sRecordId)
{ {
@ -445,7 +445,7 @@ std::string CharacterController::getWeaponAnimation(int weaponType) const
return weaponGroup; 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; bool isRealWeapon = mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
if (!isRealWeapon) if (!isRealWeapon)
@ -1072,7 +1072,7 @@ void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
mPtr = ptr; mPtr = ptr;
} }
void CharacterController::updateIdleStormState(bool inwater) void CharacterController::updateIdleStormState(bool inwater) const
{ {
if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperCharState_Nothing || inwater) if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperCharState_Nothing || inwater)
{ {
@ -1527,12 +1527,12 @@ bool CharacterController::updateState(CharacterState idle)
else else
{ {
// There is no "best attack" for Hand-to-Hand // There is no "best attack" for Hand-to-Hand
setAttackTypeRandomly(mAttackType); mAttackType = getRandomAttackType();
} }
} }
else else
{ {
setAttackTypeBasedOnMovement(); mAttackType = getMovementBasedAttackType();
} }
} }
// else if (mPtr != getPlayer()) use mAttackType set by AiCombat // 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()); mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
} }
void CharacterController::persistAnimationState() void CharacterController::persistAnimationState() const
{ {
ESM::AnimationState& state = mPtr.getRefData().getAnimationState(); ESM::AnimationState& state = mPtr.getRefData().getAnimationState();
@ -2497,18 +2497,18 @@ void CharacterController::skipAnim()
mSkipAnim = true; mSkipAnim = true;
} }
bool CharacterController::isPersistentAnimPlaying() bool CharacterController::isPersistentAnimPlaying() const
{ {
if (!mAnimQueue.empty()) if (!mAnimQueue.empty())
{ {
AnimationQueueEntry& first = mAnimQueue.front(); const AnimationQueueEntry& first = mAnimQueue.front();
return first.mPersist && isAnimPlaying(first.mGroup); return first.mPersist && isAnimPlaying(first.mGroup);
} }
return false; return false;
} }
bool CharacterController::isAnimPlaying(const std::string &groupName) bool CharacterController::isAnimPlaying(const std::string &groupName) const
{ {
if(mAnimation == nullptr) if(mAnimation == nullptr)
return false; return false;
@ -2589,7 +2589,7 @@ void CharacterController::resurrect()
mWeaponType = ESM::Weapon::None; 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, // 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. // 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()) if (!mPtr.getClass().isActor())
return; return;
@ -2622,7 +2622,7 @@ void CharacterController::updateMagicEffects()
mAnimation->setVampire(vampire); mAnimation->setVampire(vampire);
} }
void CharacterController::setVisibility(float visibility) void CharacterController::setVisibility(float visibility) const
{ {
// We should take actor's invisibility in account // We should take actor's invisibility in account
if (mPtr.getClass().isActor()) if (mPtr.getClass().isActor())
@ -2648,18 +2648,17 @@ void CharacterController::setVisibility(float visibility)
mAnimation->setAlpha(visibility); mAnimation->setAlpha(visibility);
} }
void CharacterController::setAttackTypeBasedOnMovement() std::string CharacterController::getMovementBasedAttackType() const
{ {
float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition; float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
if (std::abs(move[1]) > std::abs(move[0]) + 0.2f) // forward-backward if (std::abs(move[1]) > std::abs(move[0]) + 0.2f) // forward-backward
mAttackType = "thrust"; return "thrust";
else if (std::abs(move[0]) > std::abs(move[1]) + 0.2f) // sideway if (std::abs(move[0]) > std::abs(move[1]) + 0.2f) // sideway
mAttackType = "slash"; return "slash";
else return "chop";
mAttackType = "chop";
} }
bool CharacterController::isRandomAttackAnimation(const std::string& group) const bool CharacterController::isRandomAttackAnimation(const std::string& group)
{ {
return (group == "attack1" || group == "swimattack1" || return (group == "attack1" || group == "swimattack1" ||
group == "attack2" || group == "swimattack2" || group == "attack2" || group == "swimattack2" ||
@ -2753,16 +2752,15 @@ void CharacterController::setAIAttackType(const std::string& attackType)
mAttackType = attackType; mAttackType = attackType;
} }
void CharacterController::setAttackTypeRandomly(std::string& attackType) std::string CharacterController::getRandomAttackType()
{ {
MWBase::World* world = MWBase::Environment::get().getWorld(); MWBase::World* world = MWBase::Environment::get().getWorld();
float random = Misc::Rng::rollProbability(world->getPrng()); float random = Misc::Rng::rollProbability(world->getPrng());
if (random >= 2/3.f) if (random >= 2/3.f)
attackType = "thrust"; return "thrust";
else if (random >= 1/3.f) if (random >= 1/3.f)
attackType = "slash"; return "slash";
else return "chop";
attackType = "chop";
} }
bool CharacterController::readyToPrepareAttack() const bool CharacterController::readyToPrepareAttack() const
@ -2784,12 +2782,12 @@ float CharacterController::getAttackStrength() const
return mAttackStrength; return mAttackStrength;
} }
bool CharacterController::getAttackingOrSpell() bool CharacterController::getAttackingOrSpell() const
{ {
return mPtr.getClass().getCreatureStats(mPtr).getAttackingOrSpell(); return mPtr.getClass().getCreatureStats(mPtr).getAttackingOrSpell();
} }
void CharacterController::setActive(int active) void CharacterController::setActive(int active) const
{ {
mAnimation->setActive(active); mAnimation->setActive(active);
} }
@ -2799,7 +2797,7 @@ void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr &target)
mHeadTrackTarget = target; mHeadTrackTarget = target;
} }
void CharacterController::playSwishSound(float attackStrength) void CharacterController::playSwishSound(float attackStrength) const
{ {
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();

View File

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