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Tidy up indentation
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@ -528,25 +528,25 @@ namespace MWWorld
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void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
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void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
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///< Apply a health difference to any actors standing on \a object.
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///< Apply a health difference to any actors standing on \a object.
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/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
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/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
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void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
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void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
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///< Apply a health difference to any actors colliding with \a object.
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///< Apply a health difference to any actors colliding with \a object.
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/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
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/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
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float getWindSpeed() override;
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float getWindSpeed() override;
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void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
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void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
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///< get all containers in active cells owned by this Npc
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///< get all containers in active cells owned by this Npc
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void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
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void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
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///< get all items in active cells owned by this Npc
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///< get all items in active cells owned by this Npc
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bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor) override;
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bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor) override;
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///< get Line of Sight (morrowind stupid implementation)
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///< get Line of Sight (morrowind stupid implementation)
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float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false) override;
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float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false) override;
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void enableActorCollision(const MWWorld::Ptr& actor, bool enable) override;
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void enableActorCollision(const MWWorld::Ptr& actor, bool enable) override;
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int canRest() override;
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int canRest() override;
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///< check if the player is allowed to rest \n
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///< check if the player is allowed to rest \n
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/// 0 - yes \n
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/// 0 - yes \n
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/// 1 - only waiting \n
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/// 1 - only waiting \n
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@ -554,132 +554,132 @@ namespace MWWorld
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/// 3 - enemies are nearby (not implemented)
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/// 3 - enemies are nearby (not implemented)
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/// \todo Probably shouldn't be here
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/// \todo Probably shouldn't be here
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MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) override;
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MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) override;
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const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const override;
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const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const override;
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void reattachPlayerCamera() override;
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void reattachPlayerCamera() override;
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/// \todo this does not belong here
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/// \todo this does not belong here
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void screenshot (osg::Image* image, int w, int h) override;
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void screenshot (osg::Image* image, int w, int h) override;
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/// Find center of exterior cell above land surface
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/// Find center of exterior cell above land surface
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/// \return false if exterior with given name not exists, true otherwise
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/// \return false if exterior with given name not exists, true otherwise
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bool findExteriorPosition(const std::string &name, ESM::Position &pos) override;
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bool findExteriorPosition(const std::string &name, ESM::Position &pos) override;
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/// Find position in interior cell near door entrance
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/// Find position in interior cell near door entrance
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/// \return false if interior with given name not exists, true otherwise
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/// \return false if interior with given name not exists, true otherwise
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bool findInteriorPosition(const std::string &name, ESM::Position &pos) override;
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bool findInteriorPosition(const std::string &name, ESM::Position &pos) override;
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/// Enables or disables use of teleport spell effects (recall, intervention, etc).
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/// Enables or disables use of teleport spell effects (recall, intervention, etc).
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void enableTeleporting(bool enable) override;
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void enableTeleporting(bool enable) override;
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/// Returns true if teleport spell effects are allowed.
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/// Returns true if teleport spell effects are allowed.
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bool isTeleportingEnabled() const override;
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bool isTeleportingEnabled() const override;
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/// Enables or disables use of levitation spell effect.
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/// Enables or disables use of levitation spell effect.
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void enableLevitation(bool enable) override;
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void enableLevitation(bool enable) override;
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/// Returns true if levitation spell effect is allowed.
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/// Returns true if levitation spell effect is allowed.
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bool isLevitationEnabled() const override;
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bool isLevitationEnabled() const override;
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bool getGodModeState() override;
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bool getGodModeState() override;
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bool toggleGodMode() override;
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bool toggleGodMode() override;
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bool toggleScripts() override;
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bool toggleScripts() override;
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bool getScriptsEnabled() const override;
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bool getScriptsEnabled() const override;
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/**
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/**
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* @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
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* @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
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* @param actor
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* @param actor
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* @return true if the spell can be casted (i.e. the animation should start)
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* @return true if the spell can be casted (i.e. the animation should start)
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*/
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*/
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bool startSpellCast (const MWWorld::Ptr& actor) override;
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bool startSpellCast (const MWWorld::Ptr& actor) override;
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/**
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/**
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* @brief Cast the actual spell, should be called mid-animation
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* @brief Cast the actual spell, should be called mid-animation
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* @param actor
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* @param actor
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*/
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*/
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void castSpell (const MWWorld::Ptr& actor) override;
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void castSpell (const MWWorld::Ptr& actor) override;
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void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override;
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void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override;
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void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override;
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override;
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const std::vector<std::string>& getContentFiles() const override;
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const std::vector<std::string>& getContentFiles() const override;
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void breakInvisibility (const MWWorld::Ptr& actor) override;
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void breakInvisibility (const MWWorld::Ptr& actor) override;
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// Are we in an exterior or pseudo-exterior cell and it's night?
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// Are we in an exterior or pseudo-exterior cell and it's night?
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bool isDark() const override;
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bool isDark() const override;
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bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;
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bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;
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/// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
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/// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
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/// @note id must be lower case
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/// @note id must be lower case
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void teleportToClosestMarker (const MWWorld::Ptr& ptr,
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void teleportToClosestMarker (const MWWorld::Ptr& ptr,
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const std::string& id) override;
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const std::string& id) override;
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/// List all references (filtered by \a type) detected by \a ptr. The range
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/// List all references (filtered by \a type) detected by \a ptr. The range
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/// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
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/// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
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/// @note This also works for references in containers.
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/// @note This also works for references in containers.
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void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
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void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
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DetectionType type) override;
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DetectionType type) override;
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/// Update the value of some globals according to the world state, which may be used by dialogue entries.
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/// Update the value of some globals according to the world state, which may be used by dialogue entries.
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/// This should be called when initiating a dialogue.
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/// This should be called when initiating a dialogue.
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void updateDialogueGlobals() override;
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void updateDialogueGlobals() override;
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/// Moves all stolen items from \a ptr to the closest evidence chest.
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/// Moves all stolen items from \a ptr to the closest evidence chest.
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void confiscateStolenItems(const MWWorld::Ptr& ptr) override;
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void confiscateStolenItems(const MWWorld::Ptr& ptr) override;
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void goToJail () override;
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void goToJail () override;
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/// Spawn a random creature from a levelled list next to the player
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/// Spawn a random creature from a levelled list next to the player
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void spawnRandomCreature(const std::string& creatureList) override;
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void spawnRandomCreature(const std::string& creatureList) override;
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/// Spawn a blood effect for \a ptr at \a worldPosition
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/// Spawn a blood effect for \a ptr at \a worldPosition
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void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) override;
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void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) override;
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void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) override;
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void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) override;
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void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore,
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void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore,
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ESM::RangeType rangeType, const std::string& id, const std::string& sourceName,
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ESM::RangeType rangeType, const std::string& id, const std::string& sourceName,
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const bool fromProjectile=false) override;
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const bool fromProjectile=false) override;
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void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override;
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void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override;
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/// @see MWWorld::WeatherManager::isInStorm
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/// @see MWWorld::WeatherManager::isInStorm
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bool isInStorm() const override;
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bool isInStorm() const override;
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/// @see MWWorld::WeatherManager::getStormDirection
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/// @see MWWorld::WeatherManager::getStormDirection
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osg::Vec3f getStormDirection() const override;
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osg::Vec3f getStormDirection() const override;
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/// Resets all actors in the current active cells to their original location within that cell.
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/// Resets all actors in the current active cells to their original location within that cell.
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void resetActors() override;
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void resetActors() override;
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bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const override;
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bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const override;
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/// Return a vector aiming the actor's weapon towards a target.
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/// Return a vector aiming the actor's weapon towards a target.
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/// @note The length of the vector is the distance between actor and target.
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/// @note The length of the vector is the distance between actor and target.
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osg::Vec3f aimToTarget(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
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osg::Vec3f aimToTarget(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
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/// Return the distance between actor's weapon and target's collision box.
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/// Return the distance between actor's weapon and target's collision box.
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float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
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float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
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bool isPlayerInJail() const override;
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bool isPlayerInJail() const override;
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/// Return terrain height at \a worldPos position.
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/// Return terrain height at \a worldPos position.
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float getTerrainHeightAt(const osg::Vec3f& worldPos) const override;
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float getTerrainHeightAt(const osg::Vec3f& worldPos) const override;
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/// Return physical or rendering half extents of the given actor.
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/// Return physical or rendering half extents of the given actor.
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osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const override;
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osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const override;
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/// Export scene graph to a file and return the filename.
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/// Export scene graph to a file and return the filename.
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/// \param ptr object to export scene graph for (if empty, export entire scene graph)
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/// \param ptr object to export scene graph for (if empty, export entire scene graph)
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std::string exportSceneGraph(const MWWorld::Ptr& ptr) override;
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std::string exportSceneGraph(const MWWorld::Ptr& ptr) override;
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/// Preload VFX associated with this effect list
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/// Preload VFX associated with this effect list
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void preloadEffects(const ESM::EffectList* effectList) override;
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void preloadEffects(const ESM::EffectList* effectList) override;
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};
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};
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}
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}
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