#include "actor.hpp" #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/movement.hpp" #include "../mwmechanics/magiceffects.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwworld/inventorystore.hpp" namespace MWClass { Actor::Actor() {} Actor::~Actor() {} void Actor::adjustPosition(const MWWorld::Ptr& ptr, bool force) const { MWBase::Environment::get().getWorld()->adjustPosition(ptr, force); } void Actor::insertObject(const MWWorld::Ptr& ptr, const std::string& model, MWPhysics::PhysicsSystem& physics) const { if (!model.empty()) { physics.addActor(ptr, model); if (getCreatureStats(ptr).isDead() && getCreatureStats(ptr).isDeathAnimationFinished()) MWBase::Environment::get().getWorld()->enableActorCollision(ptr, false); } } bool Actor::useAnim() const { return true; } void Actor::block(const MWWorld::Ptr &ptr) const { const MWWorld::InventoryStore& inv = getInventoryStore(ptr); MWWorld::ConstContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); if (shield == inv.end()) return; MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); switch (shield->getClass().getEquipmentSkill(*shield)) { case ESM::Skill::LightArmor: sndMgr->playSound3D(ptr, "Light Armor Hit", 1.0f, 1.0f); break; case ESM::Skill::MediumArmor: sndMgr->playSound3D(ptr, "Medium Armor Hit", 1.0f, 1.0f); break; case ESM::Skill::HeavyArmor: sndMgr->playSound3D(ptr, "Heavy Armor Hit", 1.0f, 1.0f); break; default: return; } } osg::Vec3f Actor::getRotationVector(const MWWorld::Ptr& ptr) const { MWMechanics::Movement &movement = getMovementSettings(ptr); osg::Vec3f vec(movement.mRotation[0], movement.mRotation[1], movement.mRotation[2]); movement.mRotation[0] = 0.0f; movement.mRotation[1] = 0.0f; movement.mRotation[2] = 0.0f; return vec; } float Actor::getEncumbrance(const MWWorld::Ptr& ptr) const { float weight = getContainerStore(ptr).getWeight(); const MWMechanics::MagicEffects& effects = getCreatureStats(ptr).getMagicEffects(); weight -= effects.get(MWMechanics::EffectKey(ESM::MagicEffect::Feather)).getMagnitude(); weight += effects.get(MWMechanics::EffectKey(ESM::MagicEffect::Burden)).getMagnitude(); return (weight < 0) ? 0.0f : weight; } bool Actor::allowTelekinesis(const MWWorld::ConstPtr &ptr) const { return false; } bool Actor::isActor() const { return true; } }