some cleanup

actorid
Marc Zinnschlag 13 years ago
parent 450656a890
commit d0cebea580

@ -6,9 +6,8 @@
#include "../mwbase/soundmanager.hpp" #include "../mwbase/soundmanager.hpp"
MWWorld::Action::Action() { MWWorld::Action::Action (bool teleport) : mTeleport (teleport)
teleport = false; {}
}
MWWorld::Action::~Action() {} MWWorld::Action::~Action() {}
@ -16,17 +15,17 @@ void MWWorld::Action::execute (const Ptr& actor)
{ {
if (!mSoundId.empty()) if (!mSoundId.empty())
{ {
if (teleport == true) if (mTeleport == true)
{ {
//this is a teleport action, so we need to call playSound //this is a teleport action, so we need to call playSound
MWBase::Environment::get().getSoundManager()->playSound(mSoundId, 1.0, 1.0, MWBase::Environment::get().getSoundManager()->playSound(mSoundId, 1.0, 1.0,
MWBase::SoundManager::Play_NoTrack); MWBase::SoundManager::Play_NoTrack);
} }
else else
{ {
MWBase::Environment::get().getSoundManager()->playSound3D (actor, mSoundId, 1.0, 1.0, MWBase::Environment::get().getSoundManager()->playSound3D (actor, mSoundId, 1.0, 1.0,
MWBase::SoundManager::Play_NoTrack); MWBase::SoundManager::Play_NoTrack);
} }
} }
executeImp (actor); executeImp (actor);

@ -11,6 +11,7 @@ namespace MWWorld
class Action class Action
{ {
std::string mSoundId; std::string mSoundId;
bool mTeleport;
// not implemented // not implemented
Action (const Action& action); Action (const Action& action);
@ -18,12 +19,10 @@ namespace MWWorld
virtual void executeImp (const Ptr& actor) = 0; virtual void executeImp (const Ptr& actor) = 0;
protected:
bool teleport; //True if the action will teleport the actor
public: public:
Action(); Action (bool teleport = false);
///< \param teleport action will teleport the actor
virtual ~Action(); virtual ~Action();

@ -8,15 +8,12 @@ namespace MWWorld
{ {
ActionTeleport::ActionTeleport (const std::string& cellName, ActionTeleport::ActionTeleport (const std::string& cellName,
const ESM::Position& position) const ESM::Position& position)
: mCellName (cellName), mPosition (position) : Action (true), mCellName (cellName), mPosition (position)
{ {
teleport = true;
} }
void ActionTeleport::executeImp (const Ptr& actor) void ActionTeleport::executeImp (const Ptr& actor)
{ {
teleport = true;
if (mCellName.empty()) if (mCellName.empty())
MWBase::Environment::get().getWorld()->changeToExteriorCell (mPosition); MWBase::Environment::get().getWorld()->changeToExteriorCell (mPosition);
else else

Loading…
Cancel
Save