mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-07 19:32:49 +01:00
155 lines
3.5 KiB
C++
155 lines
3.5 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* walk_right;
|
|
Animation* walk_right_start;
|
|
Animation* walk_left;
|
|
Animation* walk_left_start;
|
|
|
|
Animation* walk_back;
|
|
Animation* walk_back_start;
|
|
|
|
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;
|
|
|
|
Animation* car_open_rhs;
|
|
Animation* car_getin_rhs;
|
|
Animation* car_getout_rhs;
|
|
|
|
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), car_open_rhs(nullptr),
|
|
car_getin_rhs(nullptr), car_getout_rhs(nullptr)
|
|
{}
|
|
};
|
|
|
|
/**
|
|
* @brief The CharacterObject struct
|
|
* Implements Character object behaviours.
|
|
*/
|
|
class CharacterObject : public GameObject
|
|
{
|
|
private:
|
|
VehicleObject* currentVehicle;
|
|
size_t currentSeat;
|
|
|
|
void createActor(const glm::vec2& size = glm::vec2(0.7f, 0.8f));
|
|
void destroyActor();
|
|
|
|
// Incredibly hacky "move in this direction".
|
|
bool _hasTargetPosition;
|
|
glm::vec3 _targetPosition;
|
|
|
|
std::map<int, InventoryItem*> _inventory;
|
|
int _activeInventoryItem;
|
|
|
|
bool jumped = false;
|
|
float jumpSpeed;
|
|
public:
|
|
|
|
static const float DefaultJumpSpeed;
|
|
|
|
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, const ModelRef& model, std::shared_ptr< CharacterData > data);
|
|
|
|
~CharacterObject();
|
|
|
|
Type type() { return Character; }
|
|
|
|
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();
|
|
void setJumpSpeed(float speed);
|
|
float getJumpSpeed() const;
|
|
|
|
/**
|
|
* 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();
|
|
|
|
void playAnimation(Animation* animation, bool repeat);
|
|
|
|
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
|