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343 lines
9.8 KiB
C++
343 lines
9.8 KiB
C++
#ifndef GAME_MWMECHANICS_CHARACTER_HPP
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#define GAME_MWMECHANICS_CHARACTER_HPP
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#include <deque>
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#include <components/esm3/loadweap.hpp>
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#include "../mwworld/ptr.hpp"
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#include "../mwrender/animation.hpp"
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namespace MWWorld
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{
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class InventoryStore;
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}
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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 MWMechanics
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{
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struct Movement;
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class CreatureStats;
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enum Priority
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{
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Priority_Default,
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Priority_WeaponLowerBody,
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Priority_SneakIdleLowerBody,
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Priority_SwimIdle,
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Priority_Jump,
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Priority_Movement,
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Priority_Hit,
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Priority_Weapon,
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Priority_Block,
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Priority_Knockdown,
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Priority_Torch,
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Priority_Storm,
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Priority_Death,
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Priority_Scripted,
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Num_Priorities
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};
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enum CharacterState
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{
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CharState_None,
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CharState_SpecialIdle,
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CharState_Idle,
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CharState_IdleSwim,
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CharState_IdleSneak,
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CharState_WalkForward,
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CharState_WalkBack,
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CharState_WalkLeft,
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CharState_WalkRight,
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CharState_SwimWalkForward,
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CharState_SwimWalkBack,
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CharState_SwimWalkLeft,
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CharState_SwimWalkRight,
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CharState_RunForward,
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CharState_RunBack,
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CharState_RunLeft,
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CharState_RunRight,
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CharState_SwimRunForward,
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CharState_SwimRunBack,
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CharState_SwimRunLeft,
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CharState_SwimRunRight,
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CharState_SneakForward,
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CharState_SneakBack,
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CharState_SneakLeft,
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CharState_SneakRight,
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CharState_TurnLeft,
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CharState_TurnRight,
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CharState_SwimTurnLeft,
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CharState_SwimTurnRight,
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CharState_Death1,
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CharState_Death2,
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CharState_Death3,
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CharState_Death4,
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CharState_Death5,
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CharState_SwimDeath,
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CharState_SwimDeathKnockDown,
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CharState_SwimDeathKnockOut,
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CharState_DeathKnockDown,
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CharState_DeathKnockOut,
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CharState_Hit,
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CharState_SwimHit,
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CharState_KnockDown,
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CharState_KnockOut,
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CharState_SwimKnockDown,
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CharState_SwimKnockOut,
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CharState_Block
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};
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enum class UpperBodyState
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{
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None,
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Equipping,
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Unequipping,
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WeaponEquipped,
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AttackWindUp,
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AttackRelease,
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AttackEnd,
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Casting
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};
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enum JumpingState
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{
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JumpState_None,
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JumpState_InAir,
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JumpState_Landing
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};
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struct WeaponInfo;
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class CharacterController : public MWRender::Animation::TextKeyListener
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{
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MWWorld::Ptr mPtr;
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MWWorld::Ptr mWeapon;
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MWRender::Animation* mAnimation;
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struct AnimationQueueEntry
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{
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std::string mGroup;
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uint32_t mLoopCount;
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float mTime;
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bool mLooping;
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bool mScripted;
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std::string mStartKey;
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std::string mStopKey;
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float mSpeed;
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};
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typedef std::deque<AnimationQueueEntry> AnimationQueue;
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AnimationQueue mAnimQueue;
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bool mLuaAnimations{ false };
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CharacterState mIdleState{ CharState_None };
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std::string mCurrentIdle;
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CharacterState mMovementState{ CharState_None };
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std::string mCurrentMovement;
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float mMovementAnimSpeed{ 0.f };
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bool mAdjustMovementAnimSpeed{ false };
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bool mMovementAnimationHasMovement{ false };
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CharacterState mDeathState{ CharState_None };
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std::string mCurrentDeath;
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bool mFloatToSurface{ true };
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CharacterState mHitState{ CharState_None };
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std::string mCurrentHit;
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UpperBodyState mUpperBodyState{ UpperBodyState::None };
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JumpingState mJumpState{ JumpState_None };
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std::string mCurrentJump;
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bool mInJump{ false };
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int mWeaponType{ ESM::Weapon::None };
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std::string mCurrentWeapon;
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float mAttackStrength{ -1.f };
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MWWorld::Ptr mAttackVictim;
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osg::Vec3f mAttackHitPos;
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bool mAttackSuccess{ false };
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bool mSkipAnim{ false };
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// counted for skill increase
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float mSecondsOfSwimming{ 0.f };
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float mSecondsOfRunning{ 0.f };
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MWWorld::ConstPtr mHeadTrackTarget;
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float mTurnAnimationThreshold{
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0.f
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}; // how long to continue playing turning animation after actor stopped turning
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std::string mAttackType; // slash, chop or thrust
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bool mCanCast{ false };
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bool mCastingScriptedSpell{ false };
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bool mIsMovingBackward{ false };
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osg::Vec2f mSmoothedSpeed;
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std::string_view getMovementBasedAttackType() const;
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void clearStateAnimation(std::string& anim) const;
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void resetCurrentJumpState();
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void resetCurrentMovementState();
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void resetCurrentIdleState();
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void resetCurrentHitState();
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void resetCurrentWeaponState();
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void resetCurrentDeathState();
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force = false);
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void refreshHitRecoilAnims();
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void refreshJumpAnims(JumpingState jump, bool force = false);
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void refreshMovementAnims(CharacterState movement, bool force = false);
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void refreshIdleAnims(CharacterState idle, bool force = false);
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bool updateWeaponState();
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void updateIdleStormState(bool inwater) const;
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std::string chooseRandomAttackAnimation() const;
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static bool isRandomAttackAnimation(std::string_view group);
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bool isMovementAnimationControlled() const;
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void updateAnimQueue();
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void playAnimQueue(bool useLoopStart = false);
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void updateHeadTracking(float duration);
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void updateMagicEffects() const;
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void playDeath(float startpoint, CharacterState death);
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CharacterState chooseRandomDeathState() const;
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void playRandomDeath(float startpoint = 0.0f);
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/// choose a random animation group with \a prefix and numeric suffix
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/// @param num if non-nullptr, the chosen animation number will be written here
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std::string chooseRandomGroup(const std::string& prefix, int* num = nullptr) const;
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bool updateCarriedLeftVisible(int weaptype) const;
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std::string fallbackShortWeaponGroup(
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const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask = nullptr) const;
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std::string_view getWeaponAnimation(int weaponType) const;
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std::string_view getWeaponShortGroup(int weaponType) const;
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bool getAttackingOrSpell() const;
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void setAttackingOrSpell(bool attackingOrSpell) const;
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std::string_view getDesiredAttackType() const;
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void prepareHit();
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public:
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CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation* anim);
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virtual ~CharacterController();
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CharacterController(const CharacterController&) = delete;
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CharacterController(CharacterController&&) = delete;
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const MWWorld::Ptr& getPtr() const { return mPtr; }
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void handleTextKey(std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key,
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const SceneUtil::TextKeyMap& map) override;
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// Be careful when to call this, see comment in Actors
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void updateContinuousVfx() const;
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void updatePtr(const MWWorld::Ptr& ptr);
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void update(float duration);
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bool onOpen() const;
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void onClose() const;
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void persistAnimationState() const;
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void unpersistAnimationState();
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void playBlendedAnimation(const std::string& groupname, const MWRender::AnimPriority& priority, int blendMask,
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bool autodisable, float speedmult, std::string_view start, std::string_view stop, float startpoint,
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uint32_t loops, bool loopfallback = false) const;
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bool playGroup(std::string_view groupname, int mode, uint32_t count, bool scripted = false);
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bool playGroupLua(std::string_view groupname, float speed, std::string_view startKey, std::string_view stopKey,
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uint32_t loops, bool forceLoop);
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void enableLuaAnimations(bool enable);
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void skipAnim();
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bool isAnimPlaying(std::string_view groupName) const;
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bool isScriptedAnimPlaying() const;
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void clearAnimQueue(bool clearScriptedAnims = false);
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enum KillResult
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{
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Result_DeathAnimStarted,
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Result_DeathAnimPlaying,
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Result_DeathAnimJustFinished,
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Result_DeathAnimFinished
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};
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KillResult kill();
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void resurrect();
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bool isDead() const { return mDeathState != CharState_None; }
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void forceStateUpdate();
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bool isAttackPreparing() const;
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bool isCastingSpell() const;
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bool isReadyToBlock() const;
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bool isKnockedDown() const;
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bool isKnockedOut() const;
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bool isRecovery() const;
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bool isSneaking() const;
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bool isRunning() const;
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bool isTurning() const;
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bool isAttackingOrSpell() const;
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void setVisibility(float visibility) const;
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void castSpell(const ESM::RefId& spellId, bool scriptedSpell = false);
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void setAIAttackType(std::string_view attackType);
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static std::string_view getRandomAttackType();
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bool readyToPrepareAttack() const;
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bool readyToStartAttack() const;
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float calculateWindUp() const;
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float getAttackStrength() const;
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/// @see Animation::setActive
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void setActive(int active) const;
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/// Make this character turn its head towards \a target. To turn off head tracking, pass an empty Ptr.
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void setHeadTrackTarget(const MWWorld::ConstPtr& target);
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void playSwishSound() const;
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float getAnimationMovementDirection() const;
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MWWorld::MovementDirectionFlags getSupportedMovementDirections() const;
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};
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}
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#endif /* GAME_MWMECHANICS_CHARACTER_HPP */
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