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