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2.3 KiB
C++

#ifndef OPENMW_MECHANICS_ACTOR_H
#define OPENMW_MECHANICS_ACTOR_H
#include <memory>
#include "actorutil.hpp"
#include "character.hpp"
#include <components/misc/timer.hpp>
namespace MWRender
{
class Animation;
}
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
/// @brief Holds temporary state for an actor that will be discarded when the actor leaves the scene.
class Actor
{
public:
Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation)
: mCharacterController(ptr, animation)
, mPositionAdjusted(false)
{}
const MWWorld::Ptr& getPtr() const { return mCharacterController.getPtr(); }
/// Notify this actor of its new base object Ptr, use when the object changed cells
void updatePtr(const MWWorld::Ptr& newPtr) { mCharacterController.updatePtr(newPtr); }
CharacterController& getCharacterController() { return mCharacterController; }
int getGreetingTimer() const { return mGreetingTimer; }
void setGreetingTimer(int timer) { mGreetingTimer = timer; }
float getAngleToPlayer() const { return mTargetAngleRadians; }
void setAngleToPlayer(float angle) { mTargetAngleRadians = angle; }
GreetingState getGreetingState() const { return mGreetingState; }
void setGreetingState(GreetingState state) { mGreetingState = state; }
bool isTurningToPlayer() const { return mIsTurningToPlayer; }
void setTurningToPlayer(bool turning) { mIsTurningToPlayer = turning; }
Misc::TimerStatus updateEngageCombatTimer(float duration)
{
return mEngageCombat.update(duration, MWBase::Environment::get().getWorld()->getPrng());
}
void setPositionAdjusted(bool adjusted) { mPositionAdjusted = adjusted; }
bool getPositionAdjusted() const { return mPositionAdjusted; }
private:
CharacterController mCharacterController;
int mGreetingTimer{0};
float mTargetAngleRadians{0.f};
GreetingState mGreetingState{Greet_None};
bool mIsTurningToPlayer{false};
Misc::DeviatingPeriodicTimer mEngageCombat{1.0f, 0.25f, Misc::Rng::deviate(0, 0.25f, MWBase::Environment::get().getWorld()->getPrng())};
bool mPositionAdjusted;
};
}
#endif