forked from teamnwah/openmw-tes3coop
Merge pull request #56 from OpenMW/master
Add OpenMW commits up to 15 Sep
This commit is contained in:
commit
cdada00a8a
10 changed files with 37 additions and 19 deletions
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@ -83,4 +83,19 @@ namespace MWClass
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bool Actor::allowTelekinesis(const MWWorld::ConstPtr &ptr) const {
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return false;
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}
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bool Actor::isActor() const
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{
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return true;
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}
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bool Actor::canBeActivated(const MWWorld::Ptr& ptr) const
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{
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MWMechanics::CreatureStats &stats = getCreatureStats(ptr);
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if (stats.getAiSequence().isInCombat() && !stats.isDead())
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return false;
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return true;
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}
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}
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@ -38,6 +38,10 @@ namespace MWClass
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virtual bool allowTelekinesis(const MWWorld::ConstPtr& ptr) const;
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///< Return whether this class of object can be activated with telekinesis
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virtual bool isActor() const;
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virtual bool canBeActivated(const MWWorld::Ptr& ptr) const;
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// not implemented
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Actor(const Actor&);
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Actor& operator= (const Actor&);
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@ -104,11 +104,6 @@ namespace MWClass
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virtual void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const;
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///< Get a list of models to preload that this object may use (directly or indirectly). default implementation: list getModel().
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virtual bool
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isActor() const {
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return true;
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}
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virtual bool isBipedal (const MWWorld::ConstPtr &ptr) const;
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virtual bool canFly (const MWWorld::ConstPtr &ptr) const;
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virtual bool canSwim (const MWWorld::ConstPtr &ptr) const;
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@ -135,10 +135,6 @@ namespace MWClass
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/// Get a blood texture suitable for \a ptr (see Blood Texture 0-2 in Morrowind.ini)
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virtual int getBloodTexture (const MWWorld::ConstPtr& ptr) const;
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virtual bool isActor() const {
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return true;
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}
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virtual bool isNpc() const {
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return true;
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}
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@ -98,6 +98,11 @@ namespace MWWorld
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throw std::runtime_error("class cannot block");
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}
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bool Class::canBeActivated(const Ptr& ptr) const
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{
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return !getName(ptr).empty();
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}
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void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const
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{
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throw std::runtime_error("class cannot be hit");
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@ -130,6 +130,10 @@ namespace MWWorld
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///< Play the appropriate sound for a blocked attack, depending on the currently equipped shield
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/// (default implementation: throw an exception)
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virtual bool canBeActivated(const Ptr& ptr) const;
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///< \return Can the player activate this object?
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/// (default implementation: true if object's user-readable name is not empty, false otherwise)
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virtual boost::shared_ptr<Action> activate (const Ptr& ptr, const Ptr& actor) const;
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///< Generate action for activation (default implementation: return a null action).
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@ -220,17 +220,9 @@ namespace MWWorld
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if (toActivate.isEmpty())
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return;
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if (toActivate.getClass().getName(toActivate) == "") // objects without name presented to user can never be activated
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if (!toActivate.getClass().canBeActivated(toActivate))
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return;
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if (toActivate.getClass().isActor())
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{
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MWMechanics::CreatureStats &stats = toActivate.getClass().getCreatureStats(toActivate);
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if (stats.getAiSequence().isInCombat() && !stats.isDead())
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return;
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}
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MWBase::Environment::get().getWorld()->activate(toActivate, player);
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}
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@ -238,7 +238,7 @@ namespace MWWorld
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bool RefData::hasChanged() const
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{
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return mChanged;
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return mChanged || !mAnimationState.empty();
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}
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bool RefData::activate()
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@ -5,6 +5,11 @@
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namespace ESM
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{
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bool AnimationState::empty() const
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{
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return mScriptedAnims.empty();
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}
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void AnimationState::load(ESMReader& esm)
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{
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mScriptedAnims.clear();
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@ -26,6 +26,8 @@ namespace ESM
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typedef std::vector<ScriptedAnimation> ScriptedAnimations;
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ScriptedAnimations mScriptedAnims;
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bool empty() const;
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void load(ESMReader& esm);
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void save(ESMWriter& esm) const;
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};
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