1078 lines
40 KiB
C++
1078 lines
40 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_CHARACTER_CL_H
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#define CL_CHARACTER_CL_H
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/////////////
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// INCLUDE //
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/////////////
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// Misc.
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#include "nel/misc/types_nl.h"
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#include "nel/misc/time_nl.h"
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// 3d.
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#include "nel/3d/u_play_list.h"
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#include "nel/3d/target_anim_ctrl.h"
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#include "nel/3d/u_particle_system_instance.h"
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// Client.
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#include "entity_cl.h"
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#include "stage.h"
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#include "entity_animation_manager.h"
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#include "fx_manager.h"
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#include "behaviour_context.h"
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#include "attack_info.h"
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#include "attached_fx.h"
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// Client Sheets
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#include "client_sheets/character_sheet.h"
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#include "client_sheets/fx_sheet.h"
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#include "client_sheets/attack_id_sheet.h"
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// std
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#include <map>
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#include <vector>
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// Game Share
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#include "game_share/slot_types.h"
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#include "game_share/gender.h"
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#include "game_share/mode_and_behaviour.h"
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extern NL3D::UScene *Scene;
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///////////
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// CLASS //
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///////////
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class CCharacterSheet;
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class CItemSheet;
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class CUserEntity;
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class CAnimationFX;
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class CItemFXSheet;
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class CAttack;
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class CGroupInSceneBubble;
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class CAttackSheet;
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class CProjectileBuild;
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/**
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* Class to manage a character.
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* \author Guillaume PUZIN
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* \author Nevrax France
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* \date 2001
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*/
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class CCharacterCL : public CEntityCL
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{
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friend class CUserEntity;
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public:
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/// Stages to describ entity actions/motion.
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CStageSet _Stages;
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enum { MaxNumAura = 2 };
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enum TAtkHeight
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{
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AtkUnkownHeight = 0,
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AtkLow,
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AtkMiddle,
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AtkHigh
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};
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public:
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NLMISC_DECLARE_CLASS(CCharacterCL);
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/** \name CONSTRUCTOR and DESTRUCTOR
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* Functions to construct or destroy the class.
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*/
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//@{
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/// Default Constructor
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CCharacterCL();
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/// Default Destructor
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virtual ~CCharacterCL();
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//@}
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/// Build the entity from a sheet.
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virtual bool build(const CEntitySheet *sheet);
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/// \from CEntityCl
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virtual void updatePreCollision(const NLMISC::TTime &time, CEntityCL *target);
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virtual void updatePostCollision(const NLMISC::TTime &time, CEntityCL *target);
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virtual void updateVisible (const NLMISC::TTime ¤tTimeInMs, CEntityCL *target);
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virtual void updateSomeClipped (const NLMISC::TTime ¤tTimeInMs, CEntityCL *target);
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virtual void updateClipped (const NLMISC::TTime ¤tTimeInMs, CEntityCL *target);
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// Get the move for the MOVE channel with the blend.
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double getTheMove(double loopTimeStep, double oldMovingTimeOffset, double oldMovingTimeOffsetRun) const;
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// Get the move for any channel.
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double getTheMove(double loopTimeStep, double oldMovingTimeOffset, TAnimationType channel ) const;
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/**
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* Update the position of the entity after the motion.
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* \param target : pointer on the current target.
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*/
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virtual void updatePosCombatFloatChanged(CEntityCL * /* target */) {}
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/**
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* Update the position of the entity after the motion.
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* \param target : pointer on the current target.
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*/
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virtual void updatePosCombatFloat(double frameTimeRemaining, CEntityCL *target);
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/**
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* Update the position of the entity after the motion.
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* \param time : Time for the position of the entity after the motion.
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* \param target : pointer on the current target.
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*/
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virtual void updatePos(const NLMISC::TTime ¤tTimeInMs, CEntityCL *target);
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/** Update the entity after all positions done.
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*/
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virtual void updateVisiblePostPos(const NLMISC::TTime &time, CEntityCL *target);
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/** Update the entity after the render like for the head offset.
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*/
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virtual void updateVisiblePostRender();
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/** Update all the entity after the render visible or not
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*/
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virtual void updateAllPostRender();
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// from CEntityCL
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virtual void computePrimitive();
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/// Get the face instance. Returns NULL if no face.
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virtual SInstanceCL *getFace ();
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/// Update eyes blink. For the moment, called by updatePos.
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void updateBlink(const NLMISC::TTime ¤tTimeInMs);
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/// Update system FX
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void updateFX();
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/// Get the entity position and set all visual stuff with it.
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virtual void updateDisplay(CEntityCL *parent = 0);
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/// Display the entity name.
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virtual void displayName();
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/// Display the Hp Modifiers
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virtual void displayModifiers();
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/// Draw Path
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virtual void drawPath();
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/// Draw the selection Box
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virtual void drawBox();
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/// Create in-scene interface
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virtual void buildInSceneInterface ();
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/// Destroy inscene interfaces
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void releaseInSceneInterfaces();
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/** \name HEAD_CODE_CONTROL
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* Methods to manage the head code control.
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*/
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//@{
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/** Update the head Direction.
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*/
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virtual void updateHeadDirection(CEntityCL *target);
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/// Return the bone Id of the entity Head.
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sint headBone() const {return _HeadBoneId;}
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/// Return the bone Id of the entity pelvis.
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//sint pelvisBone() const {return _PelvisBoneId;}
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/**
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* Method to get the position of the head (in the world).
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* \param headPos: will be set with the head position if succeed.
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* \return 'true' if the param has been updated.
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* \warning this method do NOT check if there is a skeleton.
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*/
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virtual bool getHeadPos(NLMISC::CVector &headPos);
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//@}
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/// Return the selection box.
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virtual const NLMISC::CAABBox &selectBox();
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/// Set the mode for the entity.
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virtual bool mode(MBEHAV::EMode m);
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void setMode(MBEHAV::EMode m) {_Mode = m; _ModeWanted = m;}
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/** To Inform about another (or self) entity removal (to remove from selection for example).
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* This will remove the entity from the target.
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* \param slot : Slot of the entity that will be removed.
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*/
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virtual void slotRemoved(const CLFECOMMON::TCLEntityId &slot);
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enum TOnMove
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{
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OnMoveNone = 0,
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OnMoveForward,
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OnMoveBackward,
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OnMoveLeft,
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OnMoveRight
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};
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enum TOnRot
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{
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OnRotNone = 0,
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OnRotLeft,
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OnRotRight
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};
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enum TOnBigBend
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{
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OnBendNone = 0,
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OnBendLeft,
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OnBendRight
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};
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//
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TOnMove onMove (const CAutomatonStateSheet &curAnimState);
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//
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TOnRot onRotation (const CAutomatonStateSheet &curAnimState, NLMISC::CVector &dirEndA);
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//
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TOnBigBend onBigBend (const CAutomatonStateSheet &curAnimState, NLMISC::CVector &dirEndA);
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//
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bool onBadHeading(const CAutomatonStateSheet &curAnimState);
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/** Force an animation.
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*/
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void setAnim(TAnimStateKey newKey, TAnimStateKey subKey = (TAnimStateKey)CAnimation::UnknownAnim, uint animID=NL3D::UAnimationSet::NotFound);
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/// Set the LOD animation.
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void setAnimLOD(bool changed);
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GSGENDER::EGender getGender() const { return _Gender; } // 0 -> male 1 -> female 2 -> beast
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void setGender(GSGENDER::EGender gender) {_Gender = gender;}
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/// Method to return the attack radius of an entity
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virtual double attackRadius() const;
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/** Return the position the attacker should have to combat according to the attack angle.
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* \param ang : 0 = the front, >0 and <Pi = left side, <0 and >-Pi = right side.
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*/
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virtual NLMISC::CVectorD getAttackerPos(double ang, double dist) const;
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/// Return true if the opponent is well placed.
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virtual bool isPlacedToFight(const NLMISC::CVectorD &posAtk, const NLMISC::CVector &dirAtk, double attackerRadius) const;
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/** Play an impact on the entity
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* \param impactType : 0=magic, 1=melee
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* \param type : see behaviour for spell
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* \param intensity : see behaviour for spell
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* \param id : see behaviour for spell
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*/
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virtual void impact(uint impactType, uint type, uint id, uint intensity);
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// from CEntityCL
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virtual void meleeImpact(const CAttackInfo &damage);
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// from CEntityCL
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virtual void magicImpact(uint type, uint intensity);
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/** \name DEBUG
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* Methods only here for the debug.
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*/
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//@{
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/// Return number of stage remaining.
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virtual uint nbStage();
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/// Return the number of attached FXs remaining to remove.
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virtual uint nbAttachedFXToRemove() {return (uint)_AttachedFXListToRemove.size();}
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/// Set the animation state key.
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bool animationStateKey(TAnimationType channel, TAnimStateId value);
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/// Return the current animation name.
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const std::string ¤tAnimationName() const;
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/// Return the current animation set name.
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std::string currentAnimationSetName(TAnimationType animType) const;
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/// Change the entity colors.
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virtual void changeColors(sint userColor, sint hair, sint eyes, sint part);
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/// Display Debug Information.
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virtual void displayDebug(float x, float &y, float lineStep);
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/// Display Debug Information for property stages
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virtual void displayDebugPropertyStages(float x, float &y, float lineStep);
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/// set the NameId for debug in local
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void debugSetNameId(uint32 nameId) {updateVisualPropertyName(0, nameId);}
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//@}
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/**
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* \return the sheet of the character
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*/
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const CCharacterSheet *getSheet() const {return _Sheet;}
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// Return true if this entity is a Kami
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virtual bool isKami() const;
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// Return true if this entity has Race set to Unknown
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virtual bool isUnknownRace() const;
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/// TEST
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std::string ¤tAutomaton() {return _CurrentAutomaton;}
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std::vector<const CAnimationSet *> ¤tAnimSet() {return _CurrentAnimSet;}
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void processFrame(const NLMISC::TTime ¤tTimeInMs);
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void processStage(CStage &stage);
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CLFECOMMON::TCLEntityId mount() const {return _Mount;}
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CLFECOMMON::TCLEntityId rider() const {return _Rider;}
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void rider(CLFECOMMON::TCLEntityId r) {_Rider = r;}
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/**
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* \param pos : result given in this variable. Only valid if return 'true'.
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* \return bool : 'true' if the 'pos' has been filled.
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*/
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virtual bool getChestPos(NLMISC::CVectorD &pos) const;
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/**
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* \param pos : result given in this variable. Only valid if return 'true'.
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* \return bool : 'true' if the 'pos' has been filled.
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*/
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virtual bool getNamePos(NLMISC::CVectorD &pos);
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/// Return true if the character is swimming (even if dead).
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bool isSwimming() const {return (_Mode == MBEHAV::SWIM || _Mode == MBEHAV::SWIM_DEATH || _Mode == MBEHAV::MOUNT_SWIM);}
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/// Return true if the character is riding.
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bool isRiding() const {return (_Mode == MBEHAV::MOUNT_NORMAL || _Mode == MBEHAV::MOUNT_SWIM);}
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/// Is the entity in combat.
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bool isFighting() const {return (_Mode == MBEHAV::COMBAT || _Mode == MBEHAV::COMBAT_FLOAT);}
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/// Return true if the character is currently dead.
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virtual bool isDead() const {return (_Mode == MBEHAV::DEATH || _Mode == MBEHAV::SWIM_DEATH);}
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/// Return true if the character is really dead. With no lag because of anim or LCT
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virtual bool isReallyDead() const {return (_TheoreticalMode == MBEHAV::DEATH || _TheoreticalMode == MBEHAV::SWIM_DEATH);}
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const CAutomatonStateSheet *currentState() {return _CurrentState;}
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void currentState(const CAutomatonStateSheet *newState) {_CurrentState = newState;}
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/// Return the entity sheet scale. (return 1.0 if there is any problem).
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virtual float getSheetScale() const;
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// Return the entity collision radius. (return 0.5 if there is any problem).
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float getSheetColRadius() const;
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/// Return the entity scale. (return 1.0 if there is any problem).
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virtual float getScale() const;
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/// Return 'true' is the entity is displayed.
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virtual bool isVisible() const {return true;}
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/// (Re-)Build the playlist (Removing the old one too).
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virtual void buildPlaylist();
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// return vector of ground fxs sorted by ground type, or NULL is ground fxs are not supported for the entity
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virtual const std::vector<CGroundFXSheet> *getGroundFX() const;
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virtual bool supportGroundFX() const { return true; }
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//--------------//
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// ENTITY INFOS //
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//--------------//
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/// Return the entity speed
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virtual double getSpeed() const;
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virtual uint32 getGuildNameID () const { return _GuildNameId; }
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virtual uint64 getGuildSymbol () const { return _GuildSymbol; }
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virtual uint32 getEventFactionID() const { return _EventFactionId; }
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virtual uint16 getPvpMode() const { return _PvpMode; }
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void setPvpMode(uint16 mode) { _PvpMode=mode; }
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virtual uint32 getLeagueID() const { return _LeagueId; }
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void setLeagueID(uint32 league) { _LeagueId=league; }
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virtual uint16 getOutpostId() const { return _OutpostId; }
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virtual OUTPOSTENUMS::TPVPSide getOutpostSide() const { return _OutpostSide; }
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// get scale pos of character
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float getScalePos() const { return _CharacterScalePos; }
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// get scale from reference scale (male fyros). For creatures, returns the same than _CharacterScalePos
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virtual float getScaleRef() const { return _CharacterScalePos; }
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// Return true if this entity is a neutral entity.
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virtual bool isNeutral () const;
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// Return true if this entity is a user's friend.
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virtual bool isFriend () const;
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// Return true if this entity is a user's enemy.
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virtual bool isEnemy () const;
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// Return true if this entity is a user's ally.
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virtual bool isAlly () const;
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/// Return the People for the entity
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virtual EGSPD::CPeople::TPeople people() const;
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virtual void setPeople(EGSPD::CPeople::TPeople people);
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/// *** Ingame interface
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void setBubble (CGroupInSceneBubble *bubble);
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// *** Ingame interface : get the current bubble assigned
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CGroupInSceneBubble *getBubble () { return _CurrentBubble; }
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// Attach a CAttachedFX object to that character.
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void attachFX(const CAttachedFX::TSmartPtr fx);
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/** Apply the behaviour.
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* \param behaviour : the behaviour to apply.
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*/
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virtual void applyBehaviour(const CBehaviourContext &behaviour);
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// align an fx to be positionned and oriented like that entity, and put in the same cluster system than this entity
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void alignFX(NL3D::UParticleSystemInstance instance, float scale = 1.f, const NLMISC::CVector &localOffset = NLMISC::CVector::Null) const;
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// align a fx using the given matrix (also add scale & offset) , and put in the same cluster system than this entity
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void alignFX(NL3D::UParticleSystemInstance instance, const NLMISC::CMatrix &matrix, float scale = 1.f, const NLMISC::CVector &localOffset = NLMISC::CVector::Null) const;
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// build a matrix aligned on that entity (includes dir & pos)
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void buildAlignMatrix(NLMISC::CMatrix &dest) const;
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/** Set a new aura fx
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* If pointer is NULL, then previous aura is shutdown over several frames
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* If pointer isn't NULL then a new aura is created. Any previously present aura is immediatly deleted.
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*/
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void setAuraFX(uint index, const CAnimationFX *fx);
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/** Set a new link fx.
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* If there's a previous link, the dispell fx is played to make it disappear
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* If fx ptr is NULL then no new link fx is created (but dispell is still played)
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*/
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void setLinkFX(const CAnimationFX *fx, const CAnimationFX *dispell);
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// From CEntityCL
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const char *getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const;
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// ...
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virtual bool getBoneHeight(BODY::TBodyPart localisation, BODY::TSide side, float &height) const;
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//
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/// Get the Animation 'State' for an animation channel.
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TAnimStateId animState (TAnimationType channel) const;
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// retrieve right hand item sheet
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virtual const CItemSheet *getRightHandItemSheet() const;
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virtual const CItemSheet *getLeftHandItemSheet() const;
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// get attack from an attack id (NULL if not found)
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virtual const CAttack *getAttack(const CAttackIDSheet &id) const;
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/// Return the Entity Current Speed.
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virtual double speed() const;
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/// Ask if the entity is sit
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bool isSit() const {return _Mode == MBEHAV::SIT;}
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/// Ask if the entity is afk (a character is never afk but players can be)
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virtual bool isAFK() const {return false;}
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// reset all sound anim id this entity may own
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virtual void resetAllSoundAnimId();
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// manually set/get the job animation state
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void setAnimJobSpecialisation(uint32 state) {_AnimJobSpecialisation= state;}
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uint32 getAnimJobSpecialisation() const {return _AnimJobSpecialisation;}
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virtual void removeAllAttachedFX();
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void playCastFX(const CAnimationFXSet *afs, uint power);
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// Can the user select this entity by pressing space key ?
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bool isSelectableBySpace() { return _SelectableBySpace; }
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protected:
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/** A worn item and its attached fxs.
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* The item instance itself is managed by _Instances
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*/
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class CWornItem
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{
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public:
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const CItemSheet *Sheet; // sheet of item, or NULL if not used
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NL3D::UInstance Trail; // trail linked to that fx
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NL3D::UParticleSystemInstance AdvantageFX; // adantage fx linked to that item
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public:
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CWornItem()
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{
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Sheet = NULL;
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}
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// release (but not remove the mesh, it is managed by _Instances)
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void release()
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{
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Sheet = NULL;
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releaseFXs();
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}
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// 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;
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private:
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static const std::string _EmptyString;
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const CCharacterSheet *_ClothesSheet;
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uint32 _RHandInstIdx;
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uint32 _LHandInstIdx;
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// Return 'true' if the animation should be played from the end to the start.
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std::vector<bool> _AnimReversed;
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// Animation 'Offset' for each channel.
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std::vector<double> _AnimOffset;
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// Animation 'State' for each channel.
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std::vector<TAnimStateId> _AnimState;
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// Animation 'Index' in the 'State' for each channel (-1 if none set).
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std::vector<CAnimation::TAnimId> _AnimIndex;
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// Animation 'Id' among all the animations for each channel.
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std::vector<uint> _AnimId;
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struct CNamePosHistory
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{
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// ctor
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CNamePosHistory() : LastNamePosZ(0.f), LastBonePosZ(0.f) {}
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bool isInitialized() const { return LastNamePosZ != 0.f; }
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float LastNamePosZ;
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float LastBonePosZ;
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};
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CNamePosHistory _NamePosHistory;
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private:
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/// Call it at the end of the current animation to choose the next one.
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void endAnimTransition();
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/** Return the shape pointer from tha item and according to the character gender.
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* \param itemSheet : reference on the item sheet.
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* \return string & : reference on the shape name.
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*/
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std::string shapeFromItem(const CItemSheet &itemSheet) const;
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/// Create the instance from an item
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uint32 createItemInstance(const CItemSheet &itemSheet, uint32 instIdx, SLOTTYPE::EVisualSlot visualSlot, const std::string &bindBone, sint8 texture, sint color);
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/** Return if the impact must be played.
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* \param anim : pointer on the current animation (MUST NOT BE NULL).
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* \param currentTime : current time in the animation.
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* \param triggerName : name of the trigger to check.
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* \param isActive : read (and can change) the state.
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* \param timeFactor : when to activate the impact if there is no track (value has to be between 0 and 1 to be valid).
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* \return bool : true if the trigger is valid.
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* \warning This method does not check if the animation is Null.
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*/
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bool beginImpact(NL3D::UAnimation *anim, NL3D::TAnimationTime currentTime, const std::string &triggerName, bool &isActive, float timeFactor);
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/** FX played on the weapon when there is an impact.
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* \param index : index of the fx.
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* \param attackPower : power of the current attack.
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*/
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void weaponImpactFX(sint index, uint attackPower);
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// update attached fxs
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void updateAttachedFX();
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// Attach a CAttachedFX object to that character.
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void attachFXInternal(const CAttachedFX::TSmartPtr fx, TAttachedFXList wantedList);
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// attach an externally created fx in the given list (alive fx or shutting down fxs)
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void attachFX(NL3D::UParticleSystemInstance instance,
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const CAnimationFX *sheet,
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const CFXStickMode *stickMode,
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TAttachedFXList targetList,
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float timeOut = FX_MANAGER_DEFAULT_TIMEOUT,
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const NLMISC::CVector &stickOffset = NLMISC::CVector::Null,
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uint maxNumAnimCount = 0,
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uint8 targeterSlot = CLFECOMMON::INVALID_SLOT,
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const NLMISC::CMatrix *staticMatrix = NULL
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);
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// apply visual fx from packed property (include auras and links)
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virtual void applyVisualFX(sint64 prop);
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/// Helper fct : remove any obsolete reference in a CAnimFX list to an entity slot that has just been removed.
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static void updateAnimFXListForSlotRemoved(std::list<CAttachedFX::TSmartPtr> &fxList, const CLFECOMMON::TCLEntityId &slotRemoved);
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// compute the best cast ray when creating a projectile (for guard towers)
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void computeBestCastRay(CEntityCL &targetEntity,
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const CFXStickMode &targetStickMode,
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NLMISC::CVector &castWorldOrigin,
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NLMISC::CVector &castWorldPos,
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NLMISC::CVector &worldOffsetToCasterPivot) const;
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// build cast fxs for static object (such as a guard tower ...)
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void buildStaticObjectCastFX(const NLMISC::CVector &castWorldOrigin,
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NLMISC::CVector &castWorldPos,
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const CAttackSheet &sheet,
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uint intensity
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|
);
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// Compute the stick mode on the target for an attack
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void computeTargetStickMode(const CAttackSheet &sheet, const CAttackInfo &attackInfo, CFXStickMode &dest, CEntityCL &target);
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// remove attached fxs that depends on another slot when it has been removed
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void updateAttachedFXListForSlotRemoved(std::list<CAttachedFX::TSmartPtr> &fxList, const CLFECOMMON::TCLEntityId &slotRemoved);
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// apply the flying HP related to behaviour
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void applyBehaviourFlyingHPs(const CBehaviourContext &bc, const MBEHAV::CBehaviour &behaviour, const std::vector<double> &targetHitDates);
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protected:
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// retrieve attack from an id and a list of attack lists filenames
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const CAttack *getAttack(const CAttackIDSheet &id, const std::vector<NLMISC::TSStringId> &attackList) const;
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void releaseStaticFX();
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|
void initStaticFX();
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|
};
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#endif // CL_CHARACTER_CL_H
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/* End of character_cl.h */
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