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