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openmw-tes3mp/apps/openmw/mwmp/DedicatedActor.cpp

89 lines
2.3 KiB
C++

#include "../mwbase/environment.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()
{
}
void DedicatedActor::move()
{
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;
}