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#include "player.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "class.hpp"
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namespace MWWorld
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{
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Player::Player (const ESM::NPC *player, const MWBase::World& world)
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: mCellStore(0),
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mLastKnownExteriorPosition(0,0,0),
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mAutoMove(false),
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mForwardBackward (0),
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mTeleported(false),
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mMarkedCell(NULL)
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{
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mPlayer.mBase = player;
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mPlayer.mRef.mRefID = "player";
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float* playerPos = mPlayer.mData.getPosition().pos;
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playerPos[0] = playerPos[1] = playerPos[2] = 0;
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}
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void Player::set(const ESM::NPC *player)
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{
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mPlayer.mBase = player;
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float* playerPos = mPlayer.mData.getPosition().pos;
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playerPos[0] = playerPos[1] = playerPos[2] = 0;
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}
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void Player::setCell (MWWorld::CellStore *cellStore)
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{
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mCellStore = cellStore;
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}
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MWWorld::Ptr Player::getPlayer()
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{
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MWWorld::Ptr ptr (&mPlayer, mCellStore);
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return ptr;
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}
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void Player::setBirthSign (const std::string &sign)
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{
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mSign = sign;
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}
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const std::string& Player::getBirthSign() const
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{
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return mSign;
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}
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void Player::setDrawState (MWMechanics::DrawState_ state)
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{
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MWWorld::Ptr ptr = getPlayer();
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MWWorld::Class::get(ptr).getNpcStats(ptr).setDrawState (state);
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}
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bool Player::getAutoMove() const
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{
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return mAutoMove;
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}
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void Player::setAutoMove (bool enable)
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{
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MWWorld::Ptr ptr = getPlayer();
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mAutoMove = enable;
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int value = mForwardBackward;
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if (mAutoMove)
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value = 1;
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MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[1] = value;
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}
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void Player::setLeftRight (int value)
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{
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MWWorld::Ptr ptr = getPlayer();
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MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[0] = value;
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}
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void Player::setForwardBackward (int value)
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{
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MWWorld::Ptr ptr = getPlayer();
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mForwardBackward = value;
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if (mAutoMove)
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value = 1;
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MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[1] = value;
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}
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void Player::setUpDown(int value)
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{
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MWWorld::Ptr ptr = getPlayer();
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MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[2] = value;
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}
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void Player::setRunState(bool run)
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{
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MWWorld::Ptr ptr = getPlayer();
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MWWorld::Class::get(ptr).setStance(ptr, MWWorld::Class::Run, run);
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}
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void Player::setSneak(bool sneak)
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{
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MWWorld::Ptr ptr = getPlayer();
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MWWorld::Class::get (ptr).setStance (ptr, MWWorld::Class::Sneak, sneak);
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// TODO show sneak indicator only when the player is not detected by any actor
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(sneak);
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}
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void Player::yaw(float yaw)
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{
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MWWorld::Ptr ptr = getPlayer();
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MWWorld::Class::get(ptr).getMovementSettings(ptr).mRotation[2] += yaw;
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}
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void Player::pitch(float pitch)
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{
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MWWorld::Ptr ptr = getPlayer();
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MWWorld::Class::get(ptr).getMovementSettings(ptr).mRotation[0] += pitch;
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}
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void Player::roll(float roll)
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{
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MWWorld::Ptr ptr = getPlayer();
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MWWorld::Class::get(ptr).getMovementSettings(ptr).mRotation[1] += roll;
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}
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MWMechanics::DrawState_ Player::getDrawState()
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{
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MWWorld::Ptr ptr = getPlayer();
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return MWWorld::Class::get(ptr).getNpcStats(ptr).getDrawState();
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}
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bool Player::wasTeleported() const
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{
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return mTeleported;
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}
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void Player::setTeleported(bool teleported)
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{
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mTeleported = teleported;
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}
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void Player::markPosition(CellStore *markedCell, ESM::Position markedPosition)
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{
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mMarkedCell = markedCell;
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mMarkedPosition = markedPosition;
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}
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void Player::getMarkedPosition(CellStore*& markedCell, ESM::Position &markedPosition) const
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{
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markedCell = mMarkedCell;
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if (mMarkedCell)
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markedPosition = mMarkedPosition;
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}
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void Player::clear()
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{
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mCellStore = 0;
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mSign.clear();
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mMarkedCell = 0;
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mAutoMove = false;
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mForwardBackward = 0;
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mTeleported = false;
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}
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}
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