1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-06 00:55:50 +00:00
OpenMW/apps/openmw/mwworld/projectilemanager.hpp
2023-07-25 21:23:59 +00:00

149 lines
4.0 KiB
C++

#ifndef OPENMW_MWWORLD_PROJECTILEMANAGER_H
#define OPENMW_MWWORLD_PROJECTILEMANAGER_H
#include <string>
#include <osg/PositionAttitudeTransform>
#include <osg/ref_ptr>
#include <components/esm3/effectlist.hpp>
#include "../mwbase/soundmanager.hpp"
#include "ptr.hpp"
namespace MWPhysics
{
class PhysicsSystem;
}
namespace Loading
{
class Listener;
}
namespace osg
{
class Group;
class Quat;
}
namespace Resource
{
class ResourceSystem;
}
namespace MWRender
{
class EffectAnimationTime;
class RenderingManager;
}
namespace MWWorld
{
class ProjectileManager
{
public:
ProjectileManager(osg::Group* parent, Resource::ResourceSystem* resourceSystem,
MWRender::RenderingManager* rendering, MWPhysics::PhysicsSystem* physics);
/// If caster is an actor, the actor's facing orientation is used. Otherwise fallbackDirection is used.
void launchMagicBolt(const ESM::RefId& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection,
ESM::RefNum item);
void launchProjectile(const MWWorld::Ptr& actor, const MWWorld::ConstPtr& projectile, const osg::Vec3f& pos,
const osg::Quat& orient, const MWWorld::Ptr& bow, float speed, float attackStrength);
void updateCasters();
void update(float dt);
void processHits();
/// Removes all current projectiles. Should be called when switching to a new worldspace.
void clear();
void write(ESM::ESMWriter& writer, Loading::Listener& progress) const;
bool readRecord(ESM::ESMReader& reader, uint32_t type);
int countSavedGameRecords() const;
private:
osg::ref_ptr<osg::Group> mParent;
Resource::ResourceSystem* mResourceSystem;
MWRender::RenderingManager* mRendering;
MWPhysics::PhysicsSystem* mPhysics;
float mCleanupTimer;
struct State
{
osg::ref_ptr<osg::PositionAttitudeTransform> mNode;
std::shared_ptr<MWRender::EffectAnimationTime> mEffectAnimationTime;
int mActorId;
int mProjectileId;
// TODO: this will break when the game is saved and reloaded, since there is currently
// no way to write identifiers for non-actors to a savegame.
MWWorld::Ptr mCasterHandle;
MWWorld::Ptr getCaster();
// MW-ids of a magic projectile
std::vector<ESM::RefId> mIdMagic;
// MW-id of an arrow projectile
ESM::RefId mIdArrow;
bool mToDelete;
};
struct MagicBoltState : public State
{
ESM::RefId mSpellId;
// Name of item to display as effect source in magic menu (in case we casted an enchantment)
std::string mSourceName;
ESM::EffectList mEffects;
float mSpeed;
// Refnum of the casting item
ESM::RefNum mItem;
std::vector<MWBase::Sound*> mSounds;
std::set<ESM::RefId> mSoundIds;
};
struct ProjectileState : public State
{
// RefID of the bow or crossbow the actor was using when this projectile was fired (may be empty)
ESM::RefId mBowId;
osg::Vec3f mVelocity;
float mAttackStrength;
bool mThrown;
};
std::vector<MagicBoltState> mMagicBolts;
std::vector<ProjectileState> mProjectiles;
void cleanupProjectile(ProjectileState& state);
void cleanupMagicBolt(MagicBoltState& state);
void periodicCleanup(float dt);
void moveProjectiles(float dt);
void moveMagicBolts(float dt);
void createModel(State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient,
bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture = "");
void update(State& state, float duration);
void operator=(const ProjectileManager&);
ProjectileManager(const ProjectileManager&);
};
}
#endif