1 #ifndef GAME_RENDER_CREATUREANIMATION_H
2 #define GAME_RENDER_CREATUREANIMATION_H
3 
4 #include "actoranimation.hpp"
5 #include "weaponanimation.hpp"
6 #include "../mwworld/inventorystore.hpp"
7 
8 namespace MWWorld
9 {
10     class Ptr;
11 }
12 
13 namespace MWRender
14 {
15     class CreatureAnimation : public ActorAnimation
16     {
17     public:
18         CreatureAnimation(const MWWorld::Ptr &ptr, const std::string& model, Resource::ResourceSystem* resourceSystem);
~CreatureAnimation()19         virtual ~CreatureAnimation() {}
20     };
21 
22     // For creatures with weapons and shields
23     // Animation is already virtual anyway, so might as well make a separate class.
24     // Most creatures don't need weapons/shields, so this will save some memory.
25     class CreatureWeaponAnimation : public ActorAnimation, public WeaponAnimation, public MWWorld::InventoryStoreListener
26     {
27     public:
28         CreatureWeaponAnimation(const MWWorld::Ptr &ptr, const std::string& model, Resource::ResourceSystem* resourceSystem);
~CreatureWeaponAnimation()29         virtual ~CreatureWeaponAnimation() {}
30 
equipmentChanged()31         void equipmentChanged() override { updateParts(); }
32 
33         void showWeapons(bool showWeapon) override;
34 
getCarriedLeftShown() const35         bool getCarriedLeftShown() const override { return mShowCarriedLeft; }
36         void showCarriedLeft(bool show) override;
37 
38         void updateParts();
39 
40         void updatePart(PartHolderPtr& scene, int slot);
41 
42         void attachArrow() override;
43         void detachArrow() override;
44         void releaseArrow(float attackStrength) override;
45         // WeaponAnimation
46         osg::Group* getArrowBone() override;
47         osg::Node* getWeaponNode() override;
48         Resource::ResourceSystem* getResourceSystem() override;
showWeapon(bool show)49         void showWeapon(bool show) override { showWeapons(show); }
setWeaponGroup(const std::string & group,bool relativeDuration)50         void setWeaponGroup(const std::string& group, bool relativeDuration) override { mWeaponAnimationTime->setGroup(group, relativeDuration); }
51 
52         void addControllers() override;
53 
54         osg::Vec3f runAnimation(float duration) override;
55 
56         /// A relative factor (0-1) that decides if and how much the skeleton should be pitched
57         /// to indicate the facing orientation of the character.
setPitchFactor(float factor)58         void setPitchFactor(float factor) override { mPitchFactor = factor; }
59 
60     protected:
61         bool isArrowAttached() const override;
62 
63     private:
64         PartHolderPtr mWeapon;
65         PartHolderPtr mShield;
66         bool mShowWeapons;
67         bool mShowCarriedLeft;
68 
69         std::shared_ptr<WeaponAnimationTime> mWeaponAnimationTime;
70     };
71 }
72 
73 #endif
74