#ifndef GAME_MWWORLD_ACTION_H
#define GAME_MWWORLD_ACTION_H

#include <string>
#include <string_view>

#include "ptr.hpp"

namespace MWWorld
{
    /// \brief Abstract base for actions
    class Action
    {
        ESM::RefId mSoundId;
        bool mKeepSound;
        float mSoundOffset;
        Ptr mTarget;

        // not implemented
        Action(const Action& action);
        Action& operator=(const Action& action);

        virtual void executeImp(const Ptr& actor) = 0;

    protected:
        void setTarget(const Ptr&);

    public:
        const Ptr& getTarget() const;

        Action(bool keepSound = false, const Ptr& target = Ptr());
        ///< \param keepSound Keep playing the sound even if the object the sound is played on is removed.

        virtual ~Action();

        virtual bool isNullAction() { return false; }
        ///< Is running this action a no-op? (default false)

        void execute(const Ptr& actor, bool noSound = false);

        void setSound(const ESM::RefId& id);
        void setSoundOffset(float offset);
    };
}

#endif