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OpenMW/apps/openmw/mwclass/actor.hpp

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