mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-12-28 11:20:53 +00:00
1078 lines
41 KiB
C++
1078 lines
41 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
#ifndef CL_CHARACTER_CL_H
|
|
#define CL_CHARACTER_CL_H
|
|
|
|
|
|
/////////////
|
|
// INCLUDE //
|
|
/////////////
|
|
// Misc.
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/time_nl.h"
|
|
// 3d.
|
|
#include "nel/3d/u_play_list.h"
|
|
#include "nel/3d/target_anim_ctrl.h"
|
|
#include "nel/3d/u_particle_system_instance.h"
|
|
// Client.
|
|
#include "entity_cl.h"
|
|
#include "stage.h"
|
|
#include "entity_animation_manager.h"
|
|
#include "fx_manager.h"
|
|
#include "behaviour_context.h"
|
|
#include "attack_info.h"
|
|
#include "attached_fx.h"
|
|
// Client Sheets
|
|
#include "client_sheets/character_sheet.h"
|
|
#include "client_sheets/fx_sheet.h"
|
|
#include "client_sheets/attack_id_sheet.h"
|
|
// std
|
|
#include <map>
|
|
#include <vector>
|
|
// Game Share
|
|
#include "game_share/slot_types.h"
|
|
#include "game_share/gender.h"
|
|
#include "game_share/mode_and_behaviour.h"
|
|
|
|
|
|
extern NL3D::UScene *Scene;
|
|
|
|
///////////
|
|
// CLASS //
|
|
///////////
|
|
class CCharacterSheet;
|
|
class CItemSheet;
|
|
class CUserEntity;
|
|
class CAnimationFX;
|
|
class CItemFXSheet;
|
|
class CAttack;
|
|
class CGroupInSceneBubble;
|
|
class CAttackSheet;
|
|
class CProjectileBuild;
|
|
|
|
|
|
|
|
/**
|
|
* Class to manage a character.
|
|
* \author Guillaume PUZIN
|
|
* \author Nevrax France
|
|
* \date 2001
|
|
*/
|
|
class CCharacterCL : public CEntityCL
|
|
{
|
|
friend class CUserEntity;
|
|
|
|
public:
|
|
/// Stages to describ entity actions/motion.
|
|
CStageSet _Stages;
|
|
enum { MaxNumAura = 2 };
|
|
enum TAtkHeight
|
|
{
|
|
AtkUnkownHeight = 0,
|
|
AtkLow,
|
|
AtkMiddle,
|
|
AtkHigh
|
|
};
|
|
|
|
public:
|
|
NLMISC_DECLARE_CLASS(CCharacterCL);
|
|
|
|
/** \name CONSTRUCTOR and DESTRUCTOR
|
|
* Functions to construct or destroy the class.
|
|
*/
|
|
//@{
|
|
/// Default Constructor
|
|
CCharacterCL();
|
|
/// Default Destructor
|
|
virtual ~CCharacterCL();
|
|
//@}
|
|
|
|
/// Build the entity from a sheet.
|
|
virtual bool build(const CEntitySheet *sheet);
|
|
|
|
/// \from CEntityCl
|
|
virtual void updatePreCollision(const NLMISC::TTime &time, CEntityCL *target);
|
|
virtual void updatePostCollision(const NLMISC::TTime &time, CEntityCL *target);
|
|
virtual void updateVisible (const NLMISC::TTime ¤tTimeInMs, CEntityCL *target);
|
|
virtual void updateSomeClipped (const NLMISC::TTime ¤tTimeInMs, CEntityCL *target);
|
|
virtual void updateClipped (const NLMISC::TTime ¤tTimeInMs, CEntityCL *target);
|
|
|
|
// Get the move for the MOVE channel with the blend.
|
|
double getTheMove(double loopTimeStep, double oldMovingTimeOffset, double oldMovingTimeOffsetRun) const;
|
|
// Get the move for any channel.
|
|
double getTheMove(double loopTimeStep, double oldMovingTimeOffset, TAnimationType channel ) const;
|
|
|
|
/**
|
|
* Update the position of the entity after the motion.
|
|
* \param target : pointer on the current target.
|
|
*/
|
|
virtual void updatePosCombatFloatChanged(CEntityCL * /* target */) {}
|
|
/**
|
|
* Update the position of the entity after the motion.
|
|
* \param target : pointer on the current target.
|
|
*/
|
|
virtual void updatePosCombatFloat(double frameTimeRemaining, CEntityCL *target);
|
|
/**
|
|
* Update the position of the entity after the motion.
|
|
* \param time : Time for the position of the entity after the motion.
|
|
* \param target : pointer on the current target.
|
|
*/
|
|
virtual void updatePos(const NLMISC::TTime ¤tTimeInMs, CEntityCL *target);
|
|
/** Update the entity after all positions done.
|
|
*/
|
|
virtual void updateVisiblePostPos(const NLMISC::TTime &time, CEntityCL *target);
|
|
/** Update the entity after the render like for the head offset.
|
|
*/
|
|
virtual void updateVisiblePostRender();
|
|
/** Update all the entity after the render visible or not
|
|
*/
|
|
virtual void updateAllPostRender();
|
|
|
|
// from CEntityCL
|
|
virtual void computePrimitive();
|
|
|
|
/// Get the face instance. Returns NULL if no face.
|
|
virtual SInstanceCL *getFace ();
|
|
|
|
/// Update eyes blink. For the moment, called by updatePos.
|
|
void updateBlink(const NLMISC::TTime ¤tTimeInMs);
|
|
|
|
/// Update system FX
|
|
void updateFX();
|
|
|
|
/// Get the entity position and set all visual stuff with it.
|
|
virtual void updateDisplay(CEntityCL *parent = 0);
|
|
|
|
/// Display the entity name.
|
|
virtual void displayName();
|
|
/// Display the Hp Modifiers
|
|
virtual void displayModifiers();
|
|
/// Draw Path
|
|
virtual void drawPath();
|
|
/// Draw the selection Box
|
|
virtual void drawBox();
|
|
|
|
/// Create in-scene interface
|
|
virtual void buildInSceneInterface ();
|
|
|
|
/// Destroy inscene interfaces
|
|
void releaseInSceneInterfaces();
|
|
|
|
/** \name HEAD_CODE_CONTROL
|
|
* Methods to manage the head code control.
|
|
*/
|
|
//@{
|
|
/** Update the head Direction.
|
|
*/
|
|
virtual void updateHeadDirection(CEntityCL *target);
|
|
/// Return the bone Id of the entity Head.
|
|
sint headBone() const {return _HeadBoneId;}
|
|
/// Return the bone Id of the entity pelvis.
|
|
//sint pelvisBone() const {return _PelvisBoneId;}
|
|
/**
|
|
* Method to get the position of the head (in the world).
|
|
* \param headPos: will be set with the head position if succeed.
|
|
* \return 'true' if the param has been updated.
|
|
* \warning this method do NOT check if there is a skeleton.
|
|
*/
|
|
virtual bool getHeadPos(NLMISC::CVector &headPos);
|
|
//@}
|
|
|
|
/// Return the selection box.
|
|
virtual const NLMISC::CAABBox &selectBox();
|
|
|
|
|
|
/// Set the mode for the entity.
|
|
virtual bool mode(MBEHAV::EMode m);
|
|
void setMode(MBEHAV::EMode m) {_Mode = m; _ModeWanted = m;}
|
|
|
|
|
|
/** To Inform about another (or self) entity removal (to remove from selection for example).
|
|
* This will remove the entity from the target.
|
|
* \param slot : Slot of the entity that will be removed.
|
|
*/
|
|
virtual void slotRemoved(const CLFECOMMON::TCLEntityId &slot);
|
|
|
|
enum TOnMove
|
|
{
|
|
OnMoveNone = 0,
|
|
OnMoveForward,
|
|
OnMoveBackward,
|
|
OnMoveLeft,
|
|
OnMoveRight
|
|
};
|
|
enum TOnRot
|
|
{
|
|
OnRotNone = 0,
|
|
OnRotLeft,
|
|
OnRotRight
|
|
};
|
|
enum TOnBigBend
|
|
{
|
|
OnBendNone = 0,
|
|
OnBendLeft,
|
|
OnBendRight
|
|
};
|
|
//
|
|
TOnMove onMove (const CAutomatonStateSheet &curAnimState);
|
|
//
|
|
TOnRot onRotation (const CAutomatonStateSheet &curAnimState, NLMISC::CVector &dirEndA);
|
|
//
|
|
TOnBigBend onBigBend (const CAutomatonStateSheet &curAnimState, NLMISC::CVector &dirEndA);
|
|
//
|
|
bool onBadHeading(const CAutomatonStateSheet &curAnimState);
|
|
|
|
/** Force an animation.
|
|
*/
|
|
void setAnim(TAnimStateKey newKey, TAnimStateKey subKey = (TAnimStateKey)CAnimation::UnknownAnim, uint animID=NL3D::UAnimationSet::NotFound);
|
|
|
|
/// Set the LOD animation.
|
|
void setAnimLOD(bool changed);
|
|
|
|
GSGENDER::EGender getGender() const { return _Gender; } // 0 -> male 1 -> female 2 -> beast
|
|
void setGender(GSGENDER::EGender gender) {_Gender = gender;}
|
|
|
|
/// Method to return the attack radius of an entity
|
|
virtual double attackRadius() const;
|
|
/** Return the position the attacker should have to combat according to the attack angle.
|
|
* \param ang : 0 = the front, >0 and <Pi = left side, <0 and >-Pi = right side.
|
|
*/
|
|
virtual NLMISC::CVectorD getAttackerPos(double ang, double dist) const;
|
|
/// Return true if the opponent is well placed.
|
|
virtual bool isPlacedToFight(const NLMISC::CVectorD &posAtk, const NLMISC::CVector &dirAtk, double attackerRadius) const;
|
|
|
|
/** Play an impact on the entity
|
|
* \param impactType : 0=magic, 1=melee
|
|
* \param type : see behaviour for spell
|
|
* \param intensity : see behaviour for spell
|
|
* \param id : see behaviour for spell
|
|
*/
|
|
virtual void impact(uint impactType, uint type, uint id, uint intensity);
|
|
// from CEntityCL
|
|
virtual void meleeImpact(const CAttackInfo &damage);
|
|
// from CEntityCL
|
|
virtual void magicImpact(uint type, uint intensity);
|
|
|
|
|
|
/** \name DEBUG
|
|
* Methods only here for the debug.
|
|
*/
|
|
//@{
|
|
/// Return number of stage remaining.
|
|
virtual uint nbStage();
|
|
|
|
/// Return the number of attached FXs remaining to remove.
|
|
virtual uint nbAttachedFXToRemove() {return (uint)_AttachedFXListToRemove.size();}
|
|
|
|
/// Set the animation state key.
|
|
bool animationStateKey(TAnimationType channel, TAnimStateId value);
|
|
|
|
/// Return the current animation name.
|
|
const std::string ¤tAnimationName() const;
|
|
/// Return the current animation set name.
|
|
std::string currentAnimationSetName(TAnimationType animType) const;
|
|
/// Change the entity colors.
|
|
virtual void changeColors(sint userColor, sint hair, sint eyes, sint part);
|
|
/// Display Debug Information.
|
|
virtual void displayDebug(float x, float &y, float lineStep);
|
|
/// Display Debug Information for property stages
|
|
virtual void displayDebugPropertyStages(float x, float &y, float lineStep);
|
|
/// set the NameId for debug in local
|
|
void debugSetNameId(uint32 nameId) {updateVisualPropertyName(0, nameId);}
|
|
//@}
|
|
|
|
/**
|
|
* \return the sheet of the character
|
|
*/
|
|
const CCharacterSheet *getSheet() const {return _Sheet;}
|
|
|
|
// Return true if this entity is a Kami
|
|
virtual bool isKami() const;
|
|
|
|
// Return true if this entity has Race set to Unknown
|
|
virtual bool isUnknownRace() const;
|
|
|
|
/// TEST
|
|
std::string ¤tAutomaton() {return _CurrentAutomaton;}
|
|
std::vector<const CAnimationSet *> ¤tAnimSet() {return _CurrentAnimSet;}
|
|
|
|
void processFrame(const NLMISC::TTime ¤tTimeInMs);
|
|
void processStage(CStage &stage);
|
|
|
|
CLFECOMMON::TCLEntityId mount() const {return _Mount;}
|
|
CLFECOMMON::TCLEntityId rider() const {return _Rider;}
|
|
void rider(CLFECOMMON::TCLEntityId r) {_Rider = r;}
|
|
|
|
|
|
/**
|
|
* \param pos : result given in this variable. Only valid if return 'true'.
|
|
* \return bool : 'true' if the 'pos' has been filled.
|
|
*/
|
|
virtual bool getChestPos(NLMISC::CVectorD &pos) const;
|
|
|
|
/**
|
|
* \param pos : result given in this variable. Only valid if return 'true'.
|
|
* \return bool : 'true' if the 'pos' has been filled.
|
|
*/
|
|
virtual bool getNamePos(NLMISC::CVectorD &pos);
|
|
|
|
/// Return true if the character is swimming (even if dead).
|
|
bool isSwimming() const {return (_Mode == MBEHAV::SWIM || _Mode == MBEHAV::SWIM_DEATH || _Mode == MBEHAV::MOUNT_SWIM);}
|
|
/// Return true if the character is riding.
|
|
bool isRiding() const {return (_Mode == MBEHAV::MOUNT_NORMAL || _Mode == MBEHAV::MOUNT_SWIM);}
|
|
/// Is the entity in combat.
|
|
bool isFighting() const {return (_Mode == MBEHAV::COMBAT || _Mode == MBEHAV::COMBAT_FLOAT);}
|
|
/// Return true if the character is currently dead.
|
|
virtual bool isDead() const {return (_Mode == MBEHAV::DEATH || _Mode == MBEHAV::SWIM_DEATH);}
|
|
/// Return true if the character is really dead. With no lag because of anim or LCT
|
|
virtual bool isReallyDead() const {return (_TheoreticalMode == MBEHAV::DEATH || _TheoreticalMode == MBEHAV::SWIM_DEATH);}
|
|
|
|
const CAutomatonStateSheet *currentState() {return _CurrentState;}
|
|
void currentState(const CAutomatonStateSheet *newState) {_CurrentState = newState;}
|
|
/// Return the entity sheet scale. (return 1.0 if there is any problem).
|
|
virtual float getSheetScale() const;
|
|
// Return the entity collision radius. (return 0.5 if there is any problem).
|
|
float getSheetColRadius() const;
|
|
/// Return the entity scale. (return 1.0 if there is any problem).
|
|
virtual float getScale() const;
|
|
/// Return 'true' is the entity is displayed.
|
|
virtual bool isVisible() const {return true;}
|
|
/// (Re-)Build the playlist (Removing the old one too).
|
|
virtual void buildPlaylist();
|
|
// return vector of ground fxs sorted by ground type, or NULL is ground fxs are not supported for the entity
|
|
virtual const std::vector<CGroundFXSheet> *getGroundFX() const;
|
|
virtual bool supportGroundFX() const { return true; }
|
|
//--------------//
|
|
// ENTITY INFOS //
|
|
//--------------//
|
|
/// Return the entity speed
|
|
virtual double getSpeed() const;
|
|
|
|
virtual uint32 getGuildNameID () const { return _GuildNameId; }
|
|
virtual uint64 getGuildSymbol () const { return _GuildSymbol; }
|
|
|
|
virtual uint32 getEventFactionID() const { return _EventFactionId; }
|
|
virtual uint16 getPvpMode() const { return _PvpMode; }
|
|
void setPvpMode(uint16 mode) { _PvpMode=mode; }
|
|
virtual uint32 getLeagueID() const { return _LeagueId; }
|
|
void setLeagueID(uint32 league) { _LeagueId=league; }
|
|
|
|
virtual uint16 getOutpostId() const { return _OutpostId; }
|
|
virtual OUTPOSTENUMS::TPVPSide getOutpostSide() const { return _OutpostSide; }
|
|
|
|
// get scale pos of character
|
|
float getScalePos() const { return _CharacterScalePos; }
|
|
|
|
// get scale from reference scale (male fyros). For creatures, returns the same than _CharacterScalePos
|
|
virtual float getScaleRef() const { return _CharacterScalePos; }
|
|
|
|
// Return true if this entity is a neutral entity.
|
|
virtual bool isNeutral () const;
|
|
// Return true if this entity is a user's friend.
|
|
virtual bool isFriend () const;
|
|
// Return true if this entity is a user's enemy.
|
|
virtual bool isEnemy () const;
|
|
// Return true if this entity is a user's ally.
|
|
virtual bool isAlly () const;
|
|
|
|
/// Return the People for the entity
|
|
virtual EGSPD::CPeople::TPeople people() const;
|
|
virtual void setPeople(EGSPD::CPeople::TPeople people);
|
|
|
|
/// *** Ingame interface
|
|
void setBubble (CGroupInSceneBubble *bubble);
|
|
// *** Ingame interface : get the current bubble assigned
|
|
CGroupInSceneBubble *getBubble () { return _CurrentBubble; }
|
|
|
|
// Attach a CAttachedFX object to that character.
|
|
void attachFX(const CAttachedFX::TSmartPtr fx);
|
|
|
|
/** Apply the behaviour.
|
|
* \param behaviour : the behaviour to apply.
|
|
*/
|
|
virtual void applyBehaviour(const CBehaviourContext &behaviour);
|
|
|
|
// align an fx to be positionned and oriented like that entity, and put in the same cluster system than this entity
|
|
void alignFX(NL3D::UParticleSystemInstance instance, float scale = 1.f, const NLMISC::CVector &localOffset = NLMISC::CVector::Null) const;
|
|
|
|
// align a fx using the given matrix (also add scale & offset) , and put in the same cluster system than this entity
|
|
void alignFX(NL3D::UParticleSystemInstance instance, const NLMISC::CMatrix &matrix, float scale = 1.f, const NLMISC::CVector &localOffset = NLMISC::CVector::Null) const;
|
|
|
|
// build a matrix aligned on that entity (includes dir & pos)
|
|
void buildAlignMatrix(NLMISC::CMatrix &dest) const;
|
|
|
|
/** Set a new aura fx
|
|
* If pointer is NULL, then previous aura is shutdown over several frames
|
|
* If pointer isn't NULL then a new aura is created. Any previously present aura is immediatly deleted.
|
|
*/
|
|
void setAuraFX(uint index, const CAnimationFX *fx);
|
|
/** Set a new link fx.
|
|
* If there's a previous link, the dispell fx is played to make it disappear
|
|
* If fx ptr is NULL then no new link fx is created (but dispell is still played)
|
|
*/
|
|
void setLinkFX(const CAnimationFX *fx, const CAnimationFX *dispell);
|
|
|
|
// From CEntityCL
|
|
const char *getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const;
|
|
// ...
|
|
virtual bool getBoneHeight(BODY::TBodyPart localisation, BODY::TSide side, float &height) const;
|
|
//
|
|
/// Get the Animation 'State' for an animation channel.
|
|
TAnimStateId animState (TAnimationType channel) const;
|
|
|
|
// retrieve right hand item sheet
|
|
virtual const CItemSheet *getRightHandItemSheet() const;
|
|
virtual const CItemSheet *getLeftHandItemSheet() const;
|
|
|
|
// get attack from an attack id (NULL if not found)
|
|
virtual const CAttack *getAttack(const CAttackIDSheet &id) const;
|
|
|
|
/// Return the Entity Current Speed.
|
|
virtual double speed() const;
|
|
|
|
/// Ask if the entity is sit
|
|
bool isSit() const {return _Mode == MBEHAV::SIT;}
|
|
|
|
/// Ask if the entity is afk (a character is never afk but players can be)
|
|
virtual bool isAFK() const {return false;}
|
|
|
|
// reset all sound anim id this entity may own
|
|
virtual void resetAllSoundAnimId();
|
|
|
|
// manually set/get the job animation state
|
|
void setAnimJobSpecialisation(uint32 state) {_AnimJobSpecialisation= state;}
|
|
uint32 getAnimJobSpecialisation() const {return _AnimJobSpecialisation;}
|
|
|
|
virtual void removeAllAttachedFX();
|
|
|
|
|
|
void playCastFX(const CAnimationFXSet *afs, uint power);
|
|
|
|
// Can the user select this entity by pressing space key ?
|
|
bool isSelectableBySpace() { return _SelectableBySpace; }
|
|
|
|
protected:
|
|
/** A worn item and its attached fxs.
|
|
* The item instance itself is managed by _Instances
|
|
*/
|
|
class CWornItem
|
|
{
|
|
public:
|
|
const CItemSheet *Sheet; // sheet of item, or NULL if not used
|
|
NL3D::UInstance Trail; // trail linked to that fx
|
|
NL3D::UParticleSystemInstance AdvantageFX; // adantage fx linked to that item
|
|
public:
|
|
CWornItem()
|
|
{
|
|
Sheet = NULL;
|
|
}
|
|
// release (but not remove the mesh, it is managed by _Instances)
|
|
void release()
|
|
{
|
|
Sheet = NULL;
|
|
releaseFXs();
|
|
}
|
|
// init item fxs
|
|
void initFXs(SLOTTYPE::EVisualSlot visualSlot, NL3D::UInstance parent);
|
|
// release item fxs
|
|
void releaseFXs();
|
|
/** trigger fxs associated with an attack
|
|
* \param intensity in [1, 5]
|
|
*/
|
|
void startAttackFX(NL3D::USkeleton skeleton, uint intensity, SLOTTYPE::EVisualSlot visualSlot, bool activateTrail);
|
|
// stop attack fx
|
|
void stopAttackFX();
|
|
// start/stop the advantage fx (advantage fx appears on a weapon that is mastered by user)
|
|
void enableAdvantageFX(NL3D::UInstance parent);
|
|
/** set size of trail (value clamped to [0, 15]). This will map to the values given in the item sheet.
|
|
* 0 mean that there's no trail
|
|
*/
|
|
void setTrailSize(uint size);
|
|
};
|
|
|
|
// the various category of animated fx list
|
|
enum TAttachedFXList
|
|
{
|
|
FXListToRemove,
|
|
FXListCurrentAnim,
|
|
FXListAuto // the list is determined by the sheet of the fx
|
|
};
|
|
|
|
static const uint8 _BadHairIndex;
|
|
|
|
/// Stages to describ entity actions/motion.
|
|
// CStageSet _Stages;
|
|
|
|
|
|
/// Sound ids of the current animations (-1 if none set)
|
|
std::vector<NLSOUND::TSoundAnimId> _SoundId;
|
|
/// The sound context for animation for this character
|
|
NLSOUND::CSoundContext _SoundContext;
|
|
|
|
/// Subsidiary Key for the Animation State (emote).
|
|
TAnimStateId _SubStateKey;
|
|
/// Pointer on the current Anim Set.
|
|
std::vector<const CAnimationSet *> _CurrentAnimSet;
|
|
|
|
double _LastFrameTime;
|
|
|
|
/// Lod Animation ??. false by default
|
|
bool _LodCharacterAnimEnabled;
|
|
/// Time for lod animation
|
|
double _LodCharacterAnimTimeOffset;
|
|
/// Which playList AnimSlot drive the LodCharacterAnimation. MOVE, by default.
|
|
uint _LodCharacterMasterAnimSlot;
|
|
|
|
// value to scale the "pos" channel of the animation of the character.
|
|
float _CharacterScalePos;
|
|
|
|
// First Position.
|
|
NLMISC::CVectorD _FirstPos;
|
|
// Time of the first Position.
|
|
double _FirstTime;
|
|
// Distance to the first stage.
|
|
double _DistToFirst;
|
|
// Time at which the first run animation should start in order to avoid pop (computed in updateStages())
|
|
// It is used to accelerate animations that are followed by positions
|
|
double _RunStartTimeNoPop;
|
|
|
|
|
|
// Position of the destination.
|
|
NLMISC::CVectorD _DestPos;
|
|
// Time of the destiantion.
|
|
double _DestTime;
|
|
// Distance to the destination or 0 if destination reached (in meter).
|
|
double _DistToDest;
|
|
|
|
/// Position that was in the last stage with a position reached.
|
|
NLMISC::CVectorD _OldPos;
|
|
/// Time of the last stage pos reached.
|
|
double _OldPosTime;
|
|
|
|
|
|
/// Is it a male ? female ? could be a beast :p
|
|
GSGENDER::EGender _Gender;
|
|
|
|
/// Id of the Bone used to display the name.
|
|
sint _NameBoneId;
|
|
/// Used to force the bone to be computed (but in CLod form)
|
|
NL3D::UTransform _NameTransform;
|
|
/// If in Clod form, the name pos is computed with DeltaPos
|
|
mutable float _NameCLodDeltaZ;
|
|
enum {NameCLodDeltaZNotComputed= -1000000};
|
|
|
|
/// Id of the Bone used for the Middle of torso.
|
|
sint _ChestBoneId;
|
|
|
|
/// Pointers on items for visible slots.
|
|
std::vector<CWornItem> _Items;
|
|
/// Instances Index for visible slots.
|
|
uint32 _HeadIdx;
|
|
uint32 _FaceIdx;
|
|
/// Should objects in hands be displayed ?
|
|
bool _ObjectsVisible;
|
|
|
|
////// HEAD
|
|
/// Id of the Bone for the Head. -1 if no bone.
|
|
sint _HeadBoneId;
|
|
// Id of the Pelvis Bone. -1 if no bone
|
|
//sint _PelvisBoneId;
|
|
/// Offset between the entity position and its head.
|
|
NLMISC::CVector _HeadOffset;
|
|
/// true if the head offset has been computed at least once
|
|
bool _HeadOffsetComputed;
|
|
|
|
|
|
////// ANIMATION
|
|
/// Used to adjust the rotation of the animation to finish with the perfect orientation.
|
|
double _RotationFactor;
|
|
/// This is the direction the entity will have at the end of the animation.
|
|
NLMISC::CVector _DirEndAnim;
|
|
/// ...
|
|
double _RotAngle;
|
|
/// Automaton currently in use.
|
|
std::string _CurrentAutomaton;
|
|
/// Pointer on the current state.
|
|
const CAutomatonStateSheet *_CurrentState;
|
|
/// The mode the entity should already be but still not the current one.
|
|
MBEHAV::EMode _ModeWanted;
|
|
/// Number of frame remaining for the blend.
|
|
sint _BlendRemaining;
|
|
/// Automaton currently in use.
|
|
std::string _OldAutomaton;
|
|
/// Rotation at the end of the last animation for the blend.
|
|
NLMISC::CQuat _OldRotQuat;
|
|
/// Scale for the skeleton according to the gabarit.
|
|
float _CustomScalePos;
|
|
/// Next blink time
|
|
NLMISC::TTime _NextBlinkTime;
|
|
/// Number of loop of the curren animation.
|
|
uint32 _NbLoopAnim;
|
|
bool _MaxLoop;
|
|
///
|
|
NL3D::CTargetAnimCtrl _TargetAnimCtrl;
|
|
/// The job specialisation of the character (0 by default). visual prop from server
|
|
uint32 _AnimJobSpecialisation;
|
|
|
|
/** List of animation FXs currently being played. Those FXs are shutdown as soon as an animation switch occurs.
|
|
* When theyareshutdown,theit emitter are stopped, and they are put in _RemoveAnimFXList,waiting for deletion
|
|
*/
|
|
std::list<CAttachedFX::TSmartPtr> _AttachedFXListForCurrentAnim;
|
|
/// List of attached to remove as soon as possible (when there are no particles left)
|
|
std::list<CAttachedFX::TSmartPtr> _AttachedFXListToRemove;
|
|
|
|
std::list<CAttachedFX::CBuildInfo> _AttachedFXListToStart;
|
|
|
|
CAttachedFX::TSmartPtr _AuraFX[MaxNumAura]; // special case for aura
|
|
CAttachedFX::TSmartPtr _LinkFX; // special case for link
|
|
|
|
class CStaticFX : public NLMISC::CRefCount
|
|
{
|
|
public:
|
|
CAnimationFX AF; // ideally this field should be per sheet, not per instance, but simpler this way
|
|
CAttachedFX::TSmartPtr FX;
|
|
};
|
|
|
|
NLMISC::CSmartPtr<CStaticFX> _StaticFX; // special case for static fx
|
|
|
|
|
|
/// FX from the right hand activated.
|
|
bool _RightFXActivated;
|
|
/// FX from the left hand activated.
|
|
bool _LeftFXActivated;
|
|
|
|
CLFECOMMON::TCLEntityId _Mount;
|
|
CLFECOMMON::TCLEntityId _TheoreticalMount;
|
|
CLFECOMMON::TCLEntityId _Rider;
|
|
CLFECOMMON::TCLEntityId _TheoreticalRider;
|
|
MOUNT_PEOPLE::TMountPeople _OwnerPeople;
|
|
|
|
bool _IsThereAMode;
|
|
|
|
// if 0(default), LCT is fully applied, else this is the ServerTick when the LCT impact decrease
|
|
NLMISC::TGameCycle _StartDecreaseLCTImpact;
|
|
|
|
// this time is the estimated time of the first important stage (excluding the first one)
|
|
double _ImportantStepTime;
|
|
|
|
// The Colour of the entity hair.
|
|
sint8 _HairColor;
|
|
// The Colour of the entity Eyes.
|
|
sint8 _EyesColor;
|
|
//
|
|
uint8 _HairIndex;
|
|
//
|
|
bool _LookRdy;
|
|
|
|
double _Speed;
|
|
double _RunFactor;
|
|
|
|
/// *** Ingame interface
|
|
class CGroupInSceneUserInfo *_InSceneUserInterface;
|
|
class CGroupInSceneBubble *_CurrentBubble;
|
|
uint32 _GuildNameId;
|
|
uint64 _GuildSymbol;
|
|
uint32 _EventFactionId;
|
|
uint16 _PvpMode;
|
|
PVP_CLAN::TPVPClan _PvpClan;
|
|
uint32 _LeagueId;
|
|
uint16 _OutpostId;
|
|
OUTPOSTENUMS::TPVPSide _OutpostSide;
|
|
|
|
// Can the user select this entity by pressing space key ?
|
|
bool _SelectableBySpace;
|
|
|
|
// current attack (attacks include magic/melee/range/creature_attack)
|
|
const CAttack *_CurrentAttack;
|
|
CAttackIDSheet _CurrentAttackID;
|
|
CAttackInfo _CurrentAttackInfo;
|
|
|
|
bool _HideSkin;
|
|
|
|
// for selectBox() computing
|
|
sint64 _LastSelectBoxComputeTime;
|
|
|
|
float _CustomScale;
|
|
|
|
/// Pointer on the Sheet with basic parameters.
|
|
const CCharacterSheet *_Sheet;
|
|
|
|
protected:
|
|
// Adjust the Predicted Interval to fix some errors according to the distance.
|
|
NLMISC::TGameCycle adjustPI(float x, float y, float z, const NLMISC::TGameCycle &pI);
|
|
|
|
// Look at items in hands to change the animation set.
|
|
bool modeWithHiddenItems() const;
|
|
|
|
/** Returns true if current behaviour triggers an attack end.
|
|
* (when projectiles & impact fx are created)
|
|
*/
|
|
bool isCurrentBehaviourAttackEnd() const;
|
|
|
|
/** Build attack infos from current behaviour
|
|
* This convert any attack encoded in current behaviour (magic/melee/range/creature_attack)
|
|
* into a common representation (CAttackInfo)
|
|
*/
|
|
void buildAttackInfo(CAttackInfo &dest);
|
|
|
|
/** perform current attack
|
|
* list of targets if given by the behaviour context
|
|
* (where projectiles & impact fx are reated)
|
|
*/
|
|
void performCurrentAttackEnd(const CBehaviourContext &bc, bool directOffensifSpell, std::vector<double> &targetHitDates, TAnimStateKey animForCombat);
|
|
|
|
// update current attack from the current behaviour (this update the "_Attack" field)
|
|
void updateCurrentAttack();
|
|
|
|
|
|
/** Create part of current attack (a single projectile or/and impact, total attack may contain severals)
|
|
* IMPORTANT: the instance on which this method is invoked is NOT always the caster (secondary missiles can be generated after main target has been reached)
|
|
* NB : target stick mode isn't filled, for this, should use computeTargetStickMode instead
|
|
* NB : once fully filled, the CProjectileBuild object should be inserted in the projectile manager
|
|
*/
|
|
bool createCurrentAttackEndPart(CProjectileBuild &destPB,
|
|
const CAttack *currentAttack,
|
|
const CCharacterCL &target,
|
|
const CFXStickMode *sm,
|
|
double spawnDate,
|
|
double hitDate,
|
|
bool playImpactFX,
|
|
bool playImpactAnim,
|
|
bool magicResist,
|
|
bool mainImpactIsLocalised,
|
|
const CAttackInfo &attackInfo,
|
|
const NLMISC::CVector &additionnalOffset = NLMISC::CVector::Null
|
|
);
|
|
|
|
|
|
// Return the automaton type of the entity (homin, creature, etc.)
|
|
virtual std::string automatonType() const;
|
|
// Compute the current automaton for the entity.
|
|
void computeAutomaton();
|
|
|
|
// Return the atk height.
|
|
TAtkHeight getAttackHeight(CEntityCL *target, BODY::TBodyPart localisation, BODY::TSide side) const;
|
|
|
|
////// FX
|
|
|
|
|
|
/** Stop all attached FXs linked to current anim (this wait until FX have no more particle, after what they are effectively deleted)
|
|
* \param stopLoopingFX If set to true, looping fx are also stopped. A looping fx has RepeatMode == Loop in its sheet.
|
|
*/
|
|
void stopAttachedFXForCurrrentAnim(bool stopLoopingFX);
|
|
|
|
/** start items attack fxs
|
|
* \param intensity tranges from 1 to 5
|
|
*/
|
|
void startItemAttackFXs(bool activateTrails, uint intensity);
|
|
|
|
// stop items attack fxs
|
|
void stopItemAttackFXs();
|
|
|
|
/** Compute some bone id (name, chest, head...)
|
|
* \warning This method do not check the bone is valid, nor there is a Scene.
|
|
*/
|
|
void computeSomeBoneId();
|
|
|
|
|
|
/// Create the play list for this entity.
|
|
void createPlayList();
|
|
|
|
/** Compute each part of the visual equipement of the character
|
|
* \param slot: structure of the equipement.
|
|
* \param visualSlot: visual slot used by this item.
|
|
* \param instIdx : if not CEntityCL::BadIndex, replace the equipement instance at this index.
|
|
* \return uint32 : index of the instance or CEntityCL::BadIndex if there were a problem.
|
|
* \todo GUIGUI : find a better choice to avoid all these slotType tests
|
|
*/
|
|
uint32 buildEquipment(const CCharacterSheet::CEquipment &slot, SLOTTYPE::EVisualSlot visualSlot, sint color = -1, uint32 instIdx = CEntityCL::BadIndex);
|
|
|
|
/// Compute the animation set to use according to weapons, mode and race.
|
|
virtual void computeAnimSet();
|
|
|
|
/// Update Entity Position.
|
|
virtual void updateVisualPropertyPos (const NLMISC::TGameCycle &gameCycle, const sint64 &prop, const NLMISC::TGameCycle &pI);
|
|
/// Update Entity Orientation.
|
|
virtual void updateVisualPropertyOrient (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
/// Update Entity Behaviour.
|
|
virtual void updateVisualPropertyBehaviour (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
/// Update Entity Name.
|
|
virtual void updateVisualPropertyName (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
/// Update Entity Target.
|
|
virtual void updateVisualPropertyTarget (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
/// Update Entity Mode.
|
|
virtual void updateVisualPropertyMode (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
/// Update the NPC Alternative Look Property.
|
|
virtual void updateVisualPropertyVpa (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
virtual void updateVisualPropertyVpb (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
/// Update Entity Mount
|
|
virtual void updateVisualPropertyEntityMounted (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
/// Update Entity Rider
|
|
virtual void updateVisualPropertyRiderEntity (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
/// Update Entity Bars
|
|
virtual void updateVisualPropertyBars (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
virtual void updateVisualPropertyGuildSymbol (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
virtual void updateVisualPropertyGuildNameID (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
virtual void updateVisualPropertyEventFactionID (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
virtual void updateVisualPropertyPvpMode (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
virtual void updateVisualPropertyPvpClan (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
virtual void updateVisualPropertyOwnerPeople (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
virtual void updateVisualPropertyOutpostInfos (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
|
|
/// Update Entity Status
|
|
virtual void updateVisualPropertyStatus (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
// Update target list
|
|
virtual void updateVisualPropertyTargetList (const NLMISC::TGameCycle &gameCycle, const sint64 &prop, uint listIndex);
|
|
// Update tvisual fw
|
|
virtual void updateVisualPropertyVisualFX (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
/// Update vprop contextual attributes
|
|
virtual void updateVisualPropertyContextual (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
// Get The Entity Skin
|
|
virtual sint skin() const;
|
|
|
|
/// Get the direction that should have the character at the end of the animation.
|
|
const NL3D::CVector &dirEndAnim() {return _DirEndAnim;}
|
|
/// Set the direction that should have the character at the end of the animation.
|
|
void dirEndAnim(const NL3D::CVector &vect);
|
|
|
|
/**
|
|
* Add an instance to the list of instance composing the entity.
|
|
* \param shapeName : shape filename.
|
|
* \param stickPoint : Name of the bone to stick on.
|
|
* \param texture : texture to use (in multi texture) or -1 for default texture.
|
|
* \param instIdx : if not CEntityCL::BadIndex, the instance will replace the one at this index.
|
|
* \return uint32 : index of the instance created, or CEntityCL::BadIndex.
|
|
*/
|
|
uint32 addColoredInstance(const std::string &shapeName, const std::string &stickPoint = "", sint texture = -1, uint32 instIdx = BadIndex, sint color = -1);
|
|
|
|
/// Initialize properties of the entity (according to the class).
|
|
virtual void initProperties();
|
|
|
|
/// Method to Flag the character as dead and do everything needed.
|
|
virtual void setDead();
|
|
/// Method to Flag the character as alive and do everything needed.
|
|
virtual void setAlive();
|
|
|
|
///
|
|
double computeTimeStep(const double ¤tTime);
|
|
|
|
///
|
|
double computeSpeed();
|
|
/**
|
|
* Compute and return the speed factor to apply to the animation.
|
|
* \param speedToDest : evaluted speed to destination.
|
|
* \return double : the speed factor to use for the current animation.
|
|
*/
|
|
double computeSpeedFactor(double speedToDest);
|
|
|
|
///
|
|
void updateAnimationState();
|
|
///
|
|
double computeMotion(const double &oldMovingTimeOffset, TAnimationType channel = MOVE) const;
|
|
|
|
/// Apply stage modifications.
|
|
bool applyStage(CStage &stage);
|
|
/// Apply The Current Stage (first stage).
|
|
bool applyCurrentStage();
|
|
/// Apply all stages to the first stage with a position.
|
|
void applyAllStagesToFirstPos();
|
|
|
|
|
|
virtual void beginCast(const MBEHAV::CBehaviour &behaviour);
|
|
void endCast(const MBEHAV::CBehaviour &behaviour, const MBEHAV::CBehaviour &lastBehaviour);
|
|
|
|
|
|
/// Play the time step for the loop and truncate to End Anim if Time Step too big.
|
|
void playToEndAnim(const double &startTimeOffset, double &length);
|
|
|
|
/// Call this method to give a time for each stage, compute distance to destination and some more information.
|
|
void updateStages();
|
|
|
|
/**
|
|
* Manage Events that could be created by the animation (like sound).
|
|
* \param startTime : time to start processing events from the current animation.
|
|
* \param stopTime : time to stop processing events from the current animation.
|
|
*/
|
|
void animEventsProcessing(double startTime, double stopTime);
|
|
|
|
void applyColorSlot(SInstanceCL &instance, sint skin, sint userColor, sint hair, sint eyes);
|
|
|
|
/// Return the current max speed for the entity in meter per sec (!= swim, != mount, etc.)
|
|
virtual double getMaxSpeed() const;
|
|
// Draw the name.
|
|
virtual void drawName(const NLMISC::CMatrix &mat);
|
|
|
|
/// Set the Distance from the current entity position to the First Position.
|
|
void dist2FirstPos(double d2FP);
|
|
/// Return the Distance from the current entity position to the First Position.
|
|
double dist2FirstPos() const;
|
|
/// Set the Distance from the current entity position to the Destination.
|
|
void dist2Dest(double d2D);
|
|
/// Return the Distance from the current entity position to the Destination.
|
|
double dist2Dest() const;
|
|
/// Set the Entity Current Speed.
|
|
void speed(double s);
|
|
/// Set the Factor between Walk & Run
|
|
void runFactor(double factor);
|
|
/// Get the Factor between Walk & Run
|
|
double runFactor() const;
|
|
/// Set the Animation 'Offset' for an animation channel.
|
|
void animOffset(TAnimationType channel, double offset);
|
|
/// Get the Animation 'Offset' for an animation channel.
|
|
double animOffset(TAnimationType channel) const;
|
|
/// Set the Animation 'State' for an animation channel.
|
|
void animState (TAnimationType channel, TAnimStateId state);
|
|
/// Set the Animation 'Index' in the 'State' for an animation channel.
|
|
void animIndex (TAnimationType channel, CAnimation::TAnimId index);
|
|
/// Get the Animation 'Index' in the 'State' for an animation channel.
|
|
CAnimation::TAnimId animIndex (TAnimationType channel) const;
|
|
/// Set the Animation 'Id' among all the animations for an animation channel.
|
|
void animId (TAnimationType channel, uint id);
|
|
/// Get the Animation 'Id' among all the animations for an animation channel.
|
|
uint animId (TAnimationType channel) const;
|
|
|
|
|
|
// Read/Write Variables from/to the stream.
|
|
virtual void readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream);
|
|
// To call after a read from a stream to re-initialize the entity.
|
|
virtual void load();
|
|
|
|
void showOrHideBodyParts( bool objectsVisible );
|
|
bool objectsVisible() const { return _ObjectsVisible; };
|
|
|
|
/// Return name position on Z axis defined in sheet
|
|
virtual float getNamePosZ() const;
|
|
|
|
private:
|
|
static const std::string _EmptyString;
|
|
const CCharacterSheet *_ClothesSheet;
|
|
uint32 _RHandInstIdx;
|
|
uint32 _LHandInstIdx;
|
|
// Return 'true' if the animation should be played from the end to the start.
|
|
std::vector<bool> _AnimReversed;
|
|
// Animation 'Offset' for each channel.
|
|
std::vector<double> _AnimOffset;
|
|
// Animation 'State' for each channel.
|
|
std::vector<TAnimStateId> _AnimState;
|
|
// Animation 'Index' in the 'State' for each channel (-1 if none set).
|
|
std::vector<CAnimation::TAnimId> _AnimIndex;
|
|
// Animation 'Id' among all the animations for each channel.
|
|
std::vector<uint> _AnimId;
|
|
|
|
struct CNamePosHistory
|
|
{
|
|
// ctor
|
|
CNamePosHistory() : LastNamePosZ(0.f), LastBonePosZ(0.f) {}
|
|
|
|
bool isInitialized() const { return LastNamePosZ != 0.f; }
|
|
|
|
float LastNamePosZ;
|
|
float LastBonePosZ;
|
|
};
|
|
|
|
CNamePosHistory _NamePosHistory;
|
|
|
|
private:
|
|
/// Call it at the end of the current animation to choose the next one.
|
|
void endAnimTransition();
|
|
|
|
/** Return the shape pointer from tha item and according to the character gender.
|
|
* \param itemSheet : reference on the item sheet.
|
|
* \return string & : reference on the shape name.
|
|
*/
|
|
std::string shapeFromItem(const CItemSheet &itemSheet) const;
|
|
|
|
/// Create the instance from an item
|
|
uint32 createItemInstance(const CItemSheet &itemSheet, uint32 instIdx, SLOTTYPE::EVisualSlot visualSlot, const std::string &bindBone, sint8 texture, sint color);
|
|
|
|
/** Return if the impact must be played.
|
|
* \param anim : pointer on the current animation (MUST NOT BE NULL).
|
|
* \param currentTime : current time in the animation.
|
|
* \param triggerName : name of the trigger to check.
|
|
* \param isActive : read (and can change) the state.
|
|
* \param timeFactor : when to activate the impact if there is no track (value has to be between 0 and 1 to be valid).
|
|
* \return bool : true if the trigger is valid.
|
|
* \warning This method does not check if the animation is Null.
|
|
*/
|
|
bool beginImpact(NL3D::UAnimation *anim, NL3D::TAnimationTime currentTime, const std::string &triggerName, bool &isActive, float timeFactor);
|
|
/** FX played on the weapon when there is an impact.
|
|
* \param index : index of the fx.
|
|
* \param attackPower : power of the current attack.
|
|
*/
|
|
void weaponImpactFX(sint index, uint attackPower);
|
|
|
|
// update attached fxs
|
|
void updateAttachedFX();
|
|
|
|
|
|
// Attach a CAttachedFX object to that character.
|
|
void attachFXInternal(const CAttachedFX::TSmartPtr fx, TAttachedFXList wantedList);
|
|
|
|
// attach an externally created fx in the given list (alive fx or shutting down fxs)
|
|
void attachFX(NL3D::UParticleSystemInstance instance,
|
|
const CAnimationFX *sheet,
|
|
const CFXStickMode *stickMode,
|
|
TAttachedFXList targetList,
|
|
float timeOut = FX_MANAGER_DEFAULT_TIMEOUT,
|
|
const NLMISC::CVector &stickOffset = NLMISC::CVector::Null,
|
|
uint maxNumAnimCount = 0,
|
|
uint8 targeterSlot = CLFECOMMON::INVALID_SLOT,
|
|
const NLMISC::CMatrix *staticMatrix = NULL
|
|
);
|
|
|
|
|
|
// apply visual fx from packed property (include auras and links)
|
|
virtual void applyVisualFX(sint64 prop);
|
|
/// Helper fct : remove any obsolete reference in a CAnimFX list to an entity slot that has just been removed.
|
|
static void updateAnimFXListForSlotRemoved(std::list<CAttachedFX::TSmartPtr> &fxList, const CLFECOMMON::TCLEntityId &slotRemoved);
|
|
|
|
// compute the best cast ray when creating a projectile (for guard towers)
|
|
void computeBestCastRay(CEntityCL &targetEntity,
|
|
const CFXStickMode &targetStickMode,
|
|
NLMISC::CVector &castWorldOrigin,
|
|
NLMISC::CVector &castWorldPos,
|
|
NLMISC::CVector &worldOffsetToCasterPivot) const;
|
|
|
|
// build cast fxs for static object (such as a guard tower ...)
|
|
void buildStaticObjectCastFX(const NLMISC::CVector &castWorldOrigin,
|
|
NLMISC::CVector &castWorldPos,
|
|
const CAttackSheet &sheet,
|
|
uint intensity
|
|
);
|
|
|
|
// Compute the stick mode on the target for an attack
|
|
void computeTargetStickMode(const CAttackSheet &sheet, const CAttackInfo &attackInfo, CFXStickMode &dest, CEntityCL &target);
|
|
|
|
// remove attached fxs that depends on another slot when it has been removed
|
|
void updateAttachedFXListForSlotRemoved(std::list<CAttachedFX::TSmartPtr> &fxList, const CLFECOMMON::TCLEntityId &slotRemoved);
|
|
|
|
// apply the flying HP related to behaviour
|
|
void applyBehaviourFlyingHPs(const CBehaviourContext &bc, const MBEHAV::CBehaviour &behaviour, const std::vector<double> &targetHitDates);
|
|
|
|
protected:
|
|
// retrieve attack from an id and a list of attack lists filenames
|
|
const CAttack *getAttack(const CAttackIDSheet &id, const std::vector<NLMISC::TSStringId> &attackList) const;
|
|
void releaseStaticFX();
|
|
void initStaticFX();
|
|
};
|
|
|
|
|
|
#endif // CL_CHARACTER_CL_H
|
|
|
|
/* End of character_cl.h */
|