1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-07 12:54:00 +00:00
OpenMW/apps/openmw/mwlua/actions.hpp
2022-03-25 20:03:13 +00:00

95 lines
2.6 KiB
C++

#ifndef MWLUA_ACTIONS_H
#define MWLUA_ACTIONS_H
#include <variant>
#include "object.hpp"
#include "worldview.hpp"
namespace LuaUtil
{
class LuaState;
}
namespace MWLua
{
// Some changes to the game world can not be done from the scripting thread (because it runs in parallel with OSG Cull),
// so we need to queue it and apply from the main thread. All such changes should be implemented as classes inherited
// from MWLua::Action.
class Action
{
public:
Action(LuaUtil::LuaState* state);
virtual ~Action() {}
void safeApply(WorldView&) const;
virtual void apply(WorldView&) const = 0;
virtual std::string toString() const = 0;
private:
std::string mCallerTraceback;
};
class TeleportAction final : public Action
{
public:
TeleportAction(LuaUtil::LuaState* state, ObjectId object, std::string cell, const osg::Vec3f& pos, const osg::Vec3f& rot)
: Action(state), mObject(object), mCell(std::move(cell)), mPos(pos), mRot(rot) {}
void apply(WorldView&) const override;
std::string toString() const override { return "TeleportAction"; }
private:
ObjectId mObject;
std::string mCell;
osg::Vec3f mPos;
osg::Vec3f mRot;
};
class SetEquipmentAction final : public Action
{
public:
using Item = std::variant<std::string, ObjectId>; // recordId or ObjectId
using Equipment = std::map<int, Item>; // slot to item
SetEquipmentAction(LuaUtil::LuaState* state, ObjectId actor, Equipment equipment)
: Action(state), mActor(actor), mEquipment(std::move(equipment)) {}
void apply(WorldView&) const override;
std::string toString() const override { return "SetEquipmentAction"; }
private:
ObjectId mActor;
Equipment mEquipment;
};
class ActivateAction final : public Action
{
public:
ActivateAction(LuaUtil::LuaState* state, ObjectId object, ObjectId actor)
: Action(state), mObject(object), mActor(actor) {}
void apply(WorldView&) const override;
std::string toString() const override;
private:
ObjectId mObject;
ObjectId mActor;
};
class StatUpdateAction final : public Action
{
ObjectId mId;
public:
StatUpdateAction(LuaUtil::LuaState* state, ObjectId id) : Action(state), mId(id) {}
void apply(WorldView& worldView) const override;
std::string toString() const override { return "StatUpdateAction"; }
};
}
#endif // MWLUA_ACTIONS_H