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55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
#ifndef GAME_MWCLASS_MOBILE_H
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#define GAME_MWCLASS_MOBILE_H
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#include "../mwworld/class.hpp"
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namespace ESM
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{
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struct GameSetting;
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}
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namespace MWClass
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{
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/// \brief Class holding functionality common to Creature and NPC
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class Actor : public MWWorld::Class
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{
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protected:
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Actor();
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public:
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virtual ~Actor();
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void adjustPosition(const MWWorld::Ptr& ptr, bool force) const override;
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///< Adjust position to stand on ground. Must be called post model load
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/// @param force do this even if the ptr is flying
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void insertObject(const MWWorld::Ptr& ptr, const std::string& model, MWPhysics::PhysicsSystem& physics) const override;
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bool useAnim() const override;
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void block(const MWWorld::Ptr &ptr) const override;
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osg::Vec3f getRotationVector(const MWWorld::Ptr& ptr) const override;
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///< Return desired rotations, as euler angles. Sets getMovementSettings(ptr).mRotation to zero.
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float getEncumbrance(const MWWorld::Ptr& ptr) const override;
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///< Returns total weight of objects inside this object (including modifications from magic
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/// effects). Throws an exception, if the object can't hold other objects.
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bool allowTelekinesis(const MWWorld::ConstPtr& ptr) const override;
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///< Return whether this class of object can be activated with telekinesis
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bool isActor() const override;
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/// Return current movement speed.
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float getCurrentSpeed(const MWWorld::Ptr& ptr) const override;
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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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};
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}
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#endif
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