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openmw-tes3mp/apps/openmw/mwrender/creatureanimation.hpp

67 lines
2.0 KiB
C++

#ifndef GAME_RENDER_CREATUREANIMATION_H
#define GAME_RENDER_CREATUREANIMATION_H
#include "animation.hpp"
#include "weaponanimation.hpp"
#include "../mwworld/inventorystore.hpp"
namespace MWWorld
{
class Ptr;
}
namespace MWRender
{
class CreatureAnimation : public Animation
{
public:
CreatureAnimation(const MWWorld::Ptr& ptr);
virtual ~CreatureAnimation() {}
};
// For creatures with weapons and shields
// Animation is already virtual anyway, so might as well make a separate class.
// Most creatures don't need weapons/shields, so this will save some memory.
class CreatureWeaponAnimation : public Animation, public WeaponAnimation, public MWWorld::InventoryStoreListener
{
public:
CreatureWeaponAnimation(const MWWorld::Ptr& ptr);
virtual ~CreatureWeaponAnimation() {}
virtual void equipmentChanged() { updateParts(); }
virtual void showWeapons(bool showWeapon);
virtual void showCarriedLeft(bool show);
void updateParts();
void updatePart(NifOgre::ObjectScenePtr& scene, int slot);
virtual void attachArrow();
virtual void releaseArrow();
virtual Ogre::Vector3 runAnimation(float duration);
/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
/// to indicate the facing orientation of the character.
virtual void setPitchFactor(float factor) { mPitchFactor = factor; }
virtual void setWeaponGroup(const std::string& group) { mWeaponAnimationTime->setGroup(group); }
// WeaponAnimation
virtual NifOgre::ObjectScenePtr getWeapon() { return mWeapon; }
virtual void showWeapon(bool show) { showWeapons(show); }
virtual void configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot);
private:
NifOgre::ObjectScenePtr mWeapon;
NifOgre::ObjectScenePtr mShield;
bool mShowWeapons;
bool mShowCarriedLeft;
Ogre::SharedPtr<WeaponAnimationTime> mWeaponAnimationTime;
};
}
#endif