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openrw/rwengine/include/objects/CharacterObject.hpp
Daniel Evans 02838ce3b4 Implement cutscene objects and animations (sans skinning)
+ Add CutsceneObject for non-interactive animating objects
+ Implement HIER section to load cutscene object data
2014-07-30 13:46:14 +01:00

158 lines
3.3 KiB
C++

#pragma once
#ifndef _CHARACTEROBJECT_HPP_
#define _CHARACTEROBJECT_HPP_
#include <engine/GameObject.hpp>
#include <bullet/BulletDynamics/Character/btKinematicCharacterController.h>
#include <bullet/btBulletCollisionCommon.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <glm/glm.hpp>
class VehicleObject;
class GameWorld;
class InventoryItem;
struct AnimationGroup
{
Animation* idle;
Animation* walk;
Animation* walk_start;
Animation* run;
Animation* jump_start;
Animation* jump_glide;
Animation* jump_land;
Animation* car_sit;
Animation* car_sit_low;
Animation* car_open_lhs;
Animation* car_getin_lhs;
Animation* car_getout_lhs;
AnimationGroup()
: idle(nullptr), walk(nullptr), walk_start(nullptr), run(nullptr),
jump_start(nullptr), jump_glide(nullptr), jump_land(nullptr),
car_sit(nullptr), car_sit_low(nullptr), car_open_lhs(nullptr),
car_getin_lhs(nullptr), car_getout_lhs(nullptr)
{}
};
/**
* @brief The CharacterObject struct
* Implements Character object behaviours.
*/
struct CharacterObject : public GameObject
{
private:
VehicleObject* currentVehicle;
size_t currentSeat;
void createActor(const glm::vec3& size = glm::vec3(0.35f, 0.35f, 1.3f));
void destroyActor();
// Incredibly hacky "move in this direction".
bool _hasTargetPosition;
glm::vec3 _targetPosition;
std::map<int, InventoryItem*> _inventory;
int _activeInventoryItem;
public:
enum Action {
None,
Idle,
Walk,
Run,
Crouch,
Jump,
Falling,
Landing,
VehicleOpen,
VehicleGetIn,
VehicleGetOut,
VehicleDrive,
VehicleSit,
KnockedDown,
GettingUp,
FiringWeapon
};
std::shared_ptr<CharacterData> ped;
btKinematicCharacterController* physCharacter;
btPairCachingGhostObject* physObject;
btCapsuleShapeZ* physShape;
CharacterController* controller;
AnimationGroup animations;
/**
* @param pos
* @param rot
* @param model
* @param ped PEDS_t struct to use.
*/
CharacterObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelHandle *model, std::shared_ptr<CharacterData> data);
~CharacterObject();
Type type() { return Character; }
Action currentActivity;
void enterAction(Action act);
void tick(float dt);
/**
* @brief Loads the model and texture for a character skin.
*/
void changeCharacterModel(const std::string& name);
/**
* @brief updateCharacter updates internall bullet Character.
*/
void updateCharacter(float dt);
virtual void setPosition(const glm::vec3& pos);
virtual glm::vec3 getPosition() const;
virtual glm::quat getRotation() const;
bool isAlive() const;
bool enterVehicle(VehicleObject* vehicle, size_t seat);
VehicleObject *getCurrentVehicle() const;
size_t getCurrentSeat() const;
void setCurrentVehicle(VehicleObject *value, size_t seat);
virtual bool takeDamage(const DamageInfo& damage);
void jump();
/**
* Resets the Actor to the nearest AI Graph node
* (taking into account the current vehicle)
*/
void resetToAINode();
void setTargetPosition( const glm::vec3& target );
void clearTargetPosition();
virtual bool isAnimationFixed() const;
void addToInventory( InventoryItem* item );
void setActiveItem( int slot );
InventoryItem* getActiveItem();
void destroyItem( int slot );
void cycleInventory( bool up );
const std::map<int, InventoryItem*>& getInventory() const { return _inventory; }
};
#endif