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openmw-tes3mp/apps/openmw/mwworld/refdata.hpp

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#ifndef GAME_MWWORLD_REFDATA_H
#define GAME_MWWORLD_REFDATA_H
#include <components/esm/defs.hpp>
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#include "../mwscript/locals.hpp"
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#include <osg/Vec3f>
namespace SceneUtil
{
class PositionAttitudeTransform;
}
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namespace ESM
{
class Script;
class CellRef;
struct ObjectState;
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}
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namespace MWWorld
{
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class CustomData;
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class RefData
{
SceneUtil::PositionAttitudeTransform* mBaseNode;
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MWScript::Locals mLocals;
bool mDeleted; // separate delete flag used for deletion by a content file
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bool mEnabled;
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int mCount; // 0: deleted
ESM::Position mPosition;
CustomData *mCustomData;
void copy (const RefData& refData);
void cleanup();
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bool mChanged;
public:
RefData();
/// @param cellRef Used to copy constant data such as position into this class where it can
/// be altered without affecting the original data. This makes it possible
/// to reset the position as the orignal data is still held in the CellRef
RefData (const ESM::CellRef& cellRef);
RefData (const ESM::ObjectState& objectState);
///< Ignores local variables and custom data (not enough context available here to
/// perform these operations).
RefData (const RefData& refData);
~RefData();
void write (ESM::ObjectState& objectState, const std::string& scriptId = "") const;
///< Ignores custom data (not enough context available here to
/// perform this operations).
RefData& operator= (const RefData& refData);
/// Return base node (can be a null pointer).
SceneUtil::PositionAttitudeTransform* getBaseNode();
/// Set base node (can be a null pointer).
void setBaseNode (SceneUtil::PositionAttitudeTransform* base);
int getCount() const;
void setLocals (const ESM::Script& script);
void setCount (int count);
///< Set object count (an object pile is a simple object with a count >1).
///
/// \warning Do not call setCount() to add or remove objects from a
/// container or an actor's inventory. Call ContainerStore::add() or
/// ContainerStore::remove() instead.
/// This flag is only used for content stack loading and will not be stored in the savegame.
/// If the object was deleted by gameplay, then use setCount(0) instead.
void setDeleted(bool deleted);
/// Returns true if the object was either deleted by the content file or by gameplay.
bool isDeleted() const;
/// Returns true if the object was deleted by a content file.
bool isDeletedByContentFile() const;
MWScript::Locals& getLocals();
bool isEnabled() const;
void enable();
void disable();
void setPosition (const ESM::Position& pos);
const ESM::Position& getPosition();
void setCustomData (CustomData *data);
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///< Set custom data (potentially replacing old custom data). The ownership of \a data is
/// transferred to this.
CustomData *getCustomData();
///< May return a 0-pointer. The ownership of the return data object is not transferred.
bool hasChanged() const;
///< Has this RefData changed since it was originally loaded?
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};
}
#endif