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OpenMW/apps/openmw/mwlua/actions.hpp
2021-07-09 20:24:56 +02:00

56 lines
1.4 KiB
C++

#ifndef MWLUA_ACTIONS_H
#define MWLUA_ACTIONS_H
#include <variant>
#include "object.hpp"
#include "worldview.hpp"
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:
virtual ~Action() {}
virtual void apply(WorldView&) const = 0;
};
class TeleportAction final : public Action
{
public:
TeleportAction(ObjectId object, std::string cell, const osg::Vec3f& pos, const osg::Vec3f& rot)
: mObject(object), mCell(std::move(cell)), mPos(pos), mRot(rot) {}
void apply(WorldView&) const override;
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(ObjectId actor, Equipment equipment) : mActor(actor), mEquipment(std::move(equipment)) {}
void apply(WorldView&) const override;
private:
ObjectId mActor;
Equipment mEquipment;
};
}
#endif // MWLUA_ACTIONS_H