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openmw-tes3mp/apps/openmw/mwrender/npcanimation.hpp

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#ifndef _GAME_RENDER_NPCANIMATION_H
#define _GAME_RENDER_NPCANIMATION_H
#include "animation.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/containerstore.hpp"
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namespace ESM
{
struct NPC;
}
namespace MWRender
{
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class NpcAnimation : public Animation
{
public:
struct PartInfo {
ESM::PartReferenceType type;
const char name[32];
};
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private:
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static const size_t sPartListSize = 27;
static const PartInfo sPartList[sPartListSize];
MWWorld::InventoryStore& mInv;
int mStateID;
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// Bounded Parts
NifOgre::EntityList mEntityParts[sPartListSize];
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const ESM::NPC *mNpc;
std::string mHeadModel;
std::string mHairModel;
std::string mBodyPrefix;
float mTimeToChange;
MWWorld::ContainerStoreIterator mRobe;
MWWorld::ContainerStoreIterator mHelmet;
MWWorld::ContainerStoreIterator mShirt;
MWWorld::ContainerStoreIterator mCuirass;
MWWorld::ContainerStoreIterator mGreaves;
MWWorld::ContainerStoreIterator mPauldronL;
MWWorld::ContainerStoreIterator mPauldronR;
MWWorld::ContainerStoreIterator mBoots;
MWWorld::ContainerStoreIterator mPants;
MWWorld::ContainerStoreIterator mGloveL;
MWWorld::ContainerStoreIterator mGloveR;
MWWorld::ContainerStoreIterator mSkirtIter;
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int mVisibilityFlags;
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int mPartslots[sPartListSize]; //Each part slot is taken by clothing, armor, or is empty
int mPartPriorities[sPartListSize];
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NifOgre::EntityList insertBoundedPart(const std::string &mesh, int group, const std::string &bonename);
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void updateParts(bool forceupdate = false);
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void removeEntities(NifOgre::EntityList &entities);
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void removeIndividualPart(int type);
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void reserveIndividualPart(int type, int group, int priority);
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bool addOrReplaceIndividualPart(int type, int group, int priority, const std::string &mesh);
void removePartGroup(int group);
void addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts);
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public:
NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node,
MWWorld::InventoryStore& inv, int visibilityFlags);
virtual ~NpcAnimation();
virtual Ogre::Vector3 runAnimation(float timepassed);
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void forceUpdate()
{ updateParts(true); }
};
}
#endif