#ifndef GAME_MWMECHANICS_CHARACTER_HPP #define GAME_MWMECHANICS_CHARACTER_HPP #include #include #include "../mwworld/ptr.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_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_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 class UpperBodyState { None, Equipping, Unequipping, WeaponEquipped, AttackWindUp, AttackRelease, AttackEnd, Casting }; 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 AnimationQueue; AnimationQueue mAnimQueue; CharacterState mIdleState{ CharState_None }; std::string mCurrentIdle; CharacterState mMovementState{ CharState_None }; std::string mCurrentMovement; float mMovementAnimSpeed{ 0.f }; bool mAdjustMovementAnimSpeed{ false }; bool mMovementAnimationControlled{ true }; CharacterState mDeathState{ CharState_None }; std::string mCurrentDeath; bool mFloatToSurface{ true }; CharacterState mHitState{ CharState_None }; std::string mCurrentHit; UpperBodyState mUpperBodyState{ UpperBodyState::None }; JumpingState mJumpState{ JumpState_None }; std::string mCurrentJump; bool mInJump{ false }; int mWeaponType{ ESM::Weapon::None }; std::string mCurrentWeapon; float mAttackStrength{ -1.f }; MWWorld::Ptr mAttackVictim; osg::Vec3f mAttackHitPos; bool mAttackSuccess{ false }; bool mSkipAnim{ false }; // counted for skill increase float mSecondsOfSwimming{ 0.f }; float mSecondsOfRunning{ 0.f }; MWWorld::ConstPtr mHeadTrackTarget; float mTurnAnimationThreshold{ 0.f }; // how long to continue playing turning animation after actor stopped turning std::string mAttackType; // slash, chop or thrust bool mCanCast{ false }; bool mCastingManualSpell{ false }; bool mIsMovingBackward{ false }; osg::Vec2f mSmoothedSpeed; std::string_view getMovementBasedAttackType() const; void clearStateAnimation(std::string& anim) const; void resetCurrentJumpState(); void resetCurrentMovementState(); void resetCurrentIdleState(); void resetCurrentHitState(); void resetCurrentWeaponState(); void resetCurrentDeathState(); void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force = false); void refreshHitRecoilAnims(); void refreshJumpAnims(JumpingState jump, bool force = false); void refreshMovementAnims(CharacterState movement, bool force = false); void refreshIdleAnims(CharacterState idle, bool force = false); void clearAnimQueue(bool clearPersistAnims = false); bool updateWeaponState(); void updateIdleStormState(bool inwater) const; std::string chooseRandomAttackAnimation() const; static bool isRandomAttackAnimation(std::string_view group); bool isPersistentAnimPlaying() const; void updateAnimQueue(); void updateHeadTracking(float duration); void updateMagicEffects() const; 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-nullptr, the chosen animation number will be written here std::string chooseRandomGroup(const std::string& prefix, int* num = nullptr) const; bool updateCarriedLeftVisible(int weaptype) const; std::string fallbackShortWeaponGroup( const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask = nullptr) const; std::string_view getWeaponAnimation(int weaponType) const; std::string_view getWeaponShortGroup(int weaponType) const; bool getAttackingOrSpell() const; void setAttackingOrSpell(bool attackingOrSpell) const; public: CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation* anim); virtual ~CharacterController(); CharacterController(const CharacterController&) = delete; CharacterController(CharacterController&&) = delete; const MWWorld::Ptr& getPtr() const { return mPtr; } void handleTextKey(std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map) override; // Be careful when to call this, see comment in Actors void updateContinuousVfx() const; void updatePtr(const MWWorld::Ptr& ptr); void update(float duration); bool onOpen() const; void onClose() const; void persistAnimationState() const; void unpersistAnimationState(); bool playGroup(std::string_view groupname, int mode, int count, bool persist = false); void skipAnim(); bool isAnimPlaying(std::string_view groupName) const; enum KillResult { Result_DeathAnimStarted, Result_DeathAnimPlaying, Result_DeathAnimJustFinished, Result_DeathAnimFinished }; KillResult kill(); void resurrect(); bool isDead() const { return mDeathState != CharState_None; } void forceStateUpdate(); bool isAttackPreparing() 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 setVisibility(float visibility) const; void castSpell(const ESM::RefId& spellId, bool manualSpell = false); void setAIAttackType(std::string_view attackType); static std::string_view getRandomAttackType(); bool readyToPrepareAttack() const; bool readyToStartAttack() const; float calculateWindUp() const; float getAttackStrength() const; /// @see Animation::setActive 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() const; }; } #endif /* GAME_MWMECHANICS_CHARACTER_HPP */