#ifndef GAME_MWMECHANICS_CHARACTER_HPP #define GAME_MWMECHANICS_CHARACTER_HPP #include #include "../mwworld/ptr.hpp" namespace MWRender { class Animation; } namespace MWMechanics { class Movement; enum CharacterState { CharState_SpecialIdle, CharState_Idle, CharState_Idle2, CharState_Idle3, CharState_Idle4, CharState_Idle5, CharState_Idle6, CharState_Idle7, CharState_Idle8, CharState_Idle9, 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_Jump, /* Death states must be last! */ CharState_Death1, CharState_Death2, CharState_Death3, CharState_Death4, CharState_Death5 }; class CharacterController { MWWorld::Ptr mPtr; MWRender::Animation *mAnimation; typedef std::deque > AnimationQueue; AnimationQueue mAnimQueue; std::string mCurrentGroup; CharacterState mState; bool mSkipAnim; protected: /* Called by the animation whenever a new text key is reached. */ void markerEvent(float time, const std::string &evt); friend class MWRender::Animation; public: CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop); CharacterController(const CharacterController &rhs); virtual ~CharacterController(); void updatePtr(const MWWorld::Ptr &ptr); void update(float duration, Movement &movement); void playGroup(const std::string &groupname, int mode, int count); void skipAnim(); void setState(CharacterState state, bool loop); CharacterState getState() const { return mState; } }; } #endif /* GAME_MWMECHANICS_CHARACTER_HPP */