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OpenMW/apps/openmw/mwclass/activator.hpp
fredzio c795e0bce6 Some actors are supposed to spawn on an object that belongs to an adjacent cell.
Since actors can be active in 3x3 grid around the player, we need to
first load all objects in a 5x5 grid around the player.

Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and non-animated physics objects.

Animated objects are tied to the scene graph, which doesn't exists yet
in these cells, so we skip them.
2021-06-28 09:36:04 +02:00

54 lines
2.2 KiB
C++

#ifndef GAME_MWCLASS_ACTIVATOR_H
#define GAME_MWCLASS_ACTIVATOR_H
#include "../mwworld/class.hpp"
namespace MWClass
{
class Activator : public MWWorld::Class
{
MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const override;
static int getSndGenTypeFromName(const std::string &name);
public:
void insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const override;
///< Add reference into a cell for rendering
void insertObject(const MWWorld::Ptr& ptr, const std::string& model, osg::Quat rotation, MWPhysics::PhysicsSystem& physics, bool skipAnimated = false) const override;
std::string getName (const MWWorld::ConstPtr& ptr) const override;
///< \return name or ID; can return an empty string.
bool hasToolTip (const MWWorld::ConstPtr& ptr) const override;
///< @return true if this object has a tooltip when focused (default implementation: true)
bool allowTelekinesis(const MWWorld::ConstPtr& ptr) const override;
///< Return whether this class of object can be activated with telekinesis
MWGui::ToolTipInfo getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const override;
///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
std::string getScript (const MWWorld::ConstPtr& ptr) const override;
///< Return name of the script attached to ptr
std::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override;
///< Generate action for activation
static void registerSelf();
std::string getModel(const MWWorld::ConstPtr &ptr) const override;
bool useAnim() const override;
///< Whether or not to use animated variant of model (default false)
bool isActivator() const override;
std::string getSoundIdFromSndGen(const MWWorld::Ptr &ptr, const std::string &name) const override;
};
}
#endif