#include "../mwbase/environment.hpp" #include "../mwmechanics/mechanicsmanagerimp.hpp" #include "../mwmechanics/movement.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwrender/animation.hpp" #include "../mwworld/class.hpp" #include "../mwworld/worldimp.hpp" #include "DedicatedActor.hpp" using namespace mwmp; using namespace std; DedicatedActor::DedicatedActor() { movementFlags = 0; } DedicatedActor::~DedicatedActor() { } void DedicatedActor::update(float dt) { move(dt); setDrawState(); setMovementFlags(); setAnimation(); } void DedicatedActor::move(float dt) { MWBase::World *world = MWBase::Environment::get().getWorld(); world->moveObject(ptr, position.pos[0], position.pos[1], position.pos[2]); MWMechanics::Movement& move = ptr.getClass().getMovementSettings(ptr); move.mPosition[0] = direction.pos[0]; move.mPosition[1] = direction.pos[1]; move.mPosition[2] = direction.pos[2]; world->rotateObject(ptr, position.rot[0], position.rot[1], position.rot[2]); } void DedicatedActor::setDrawState() { using namespace MWMechanics; if (drawState == 0) ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Nothing); else if (drawState == 1) ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Weapon); else if (drawState == 2) ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Spell); } void DedicatedActor::setMovementFlags() { using namespace MWMechanics; MWMechanics::NpcStats *ptrNpcStats = &ptr.getClass().getNpcStats(ptr); ptrNpcStats->setMovementFlag(CreatureStats::Flag_Run, (movementFlags & CreatureStats::Flag_Run) != 0); ptrNpcStats->setMovementFlag(CreatureStats::Flag_Sneak, (movementFlags & CreatureStats::Flag_Sneak) != 0); ptrNpcStats->setMovementFlag(CreatureStats::Flag_ForceJump, (movementFlags & CreatureStats::Flag_ForceJump) != 0); ptrNpcStats->setMovementFlag(CreatureStats::Flag_ForceMoveJump, (movementFlags & CreatureStats::Flag_ForceMoveJump) != 0); } void DedicatedActor::setAnimation() { MWBase::World *world = MWBase::Environment::get().getWorld(); if (headPitch != -1 && headYaw != -1) { MWRender::Animation *animation = world->getAnimation(ptr); if (animation) { animation->setHeadPitch(headPitch); animation->setHeadYaw(headYaw); } } } MWWorld::Ptr DedicatedActor::getPtr() { return ptr; } void DedicatedActor::setPtr(const MWWorld::Ptr& newPtr) { ptr = newPtr; }