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

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1.5 KiB
C++

#include <components/openmw-mp/Log.hpp>
#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()
{
}
DedicatedActor::~DedicatedActor()
{
}
void DedicatedActor::update(float dt)
{
move(dt);
setDrawState();
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]);
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::setAnimation()
{
if (hasAnimation)
{
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(ptr,
animation.groupname, animation.mode, animation.count, animation.persist);
}
}
MWWorld::Ptr DedicatedActor::getPtr()
{
return ptr;
}
void DedicatedActor::setPtr(const MWWorld::Ptr& newPtr)
{
ptr = newPtr;
}