#include "player.hpp" #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwworld/ptr.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwmechanics/movement.hpp" #include "../mwmechanics/npcstats.hpp" #include "class.hpp" namespace MWWorld { Player::Player (const ESM::NPC *player, const MWBase::World& world) : mCellStore(0), mLastKnownExteriorPosition(0,0,0), mAutoMove(false), mForwardBackward (0), mTeleported(false), mMarkedCell(NULL) { mPlayer.mBase = player; mPlayer.mRef.mRefID = "player"; float* playerPos = mPlayer.mData.getPosition().pos; playerPos[0] = playerPos[1] = playerPos[2] = 0; } void Player::set(const ESM::NPC *player) { mPlayer.mBase = player; } void Player::setCell (MWWorld::CellStore *cellStore) { mCellStore = cellStore; } MWWorld::Ptr Player::getPlayer() { MWWorld::Ptr ptr (&mPlayer, mCellStore); return ptr; } void Player::setBirthSign (const std::string &sign) { mSign = sign; } const std::string& Player::getBirthSign() const { return mSign; } void Player::setDrawState (MWMechanics::DrawState_ state) { MWWorld::Ptr ptr = getPlayer(); MWWorld::Class::get(ptr).getNpcStats(ptr).setDrawState (state); } bool Player::getAutoMove() const { return mAutoMove; } void Player::setAutoMove (bool enable) { MWWorld::Ptr ptr = getPlayer(); mAutoMove = enable; int value = mForwardBackward; if (mAutoMove) value = 1; MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[1] = value; } void Player::setLeftRight (int value) { MWWorld::Ptr ptr = getPlayer(); MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[0] = value; } void Player::setForwardBackward (int value) { MWWorld::Ptr ptr = getPlayer(); mForwardBackward = value; if (mAutoMove) value = 1; MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[1] = value; } void Player::setUpDown(int value) { MWWorld::Ptr ptr = getPlayer(); MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[2] = value; } void Player::setRunState(bool run) { MWWorld::Ptr ptr = getPlayer(); MWWorld::Class::get(ptr).setStance(ptr, MWWorld::Class::Run, run); } void Player::setSneak(bool sneak) { MWWorld::Ptr ptr = getPlayer(); MWWorld::Class::get (ptr).setStance (ptr, MWWorld::Class::Sneak, sneak); // TODO show sneak indicator only when the player is not detected by any actor MWBase::Environment::get().getWindowManager()->setSneakVisibility(sneak); } void Player::yaw(float yaw) { MWWorld::Ptr ptr = getPlayer(); MWWorld::Class::get(ptr).getMovementSettings(ptr).mRotation[2] += yaw; } void Player::pitch(float pitch) { MWWorld::Ptr ptr = getPlayer(); MWWorld::Class::get(ptr).getMovementSettings(ptr).mRotation[0] += pitch; } void Player::roll(float roll) { MWWorld::Ptr ptr = getPlayer(); MWWorld::Class::get(ptr).getMovementSettings(ptr).mRotation[1] += roll; } MWMechanics::DrawState_ Player::getDrawState() { MWWorld::Ptr ptr = getPlayer(); return MWWorld::Class::get(ptr).getNpcStats(ptr).getDrawState(); } bool Player::wasTeleported() const { return mTeleported; } void Player::setTeleported(bool teleported) { mTeleported = teleported; } void Player::markPosition(CellStore *markedCell, ESM::Position markedPosition) { mMarkedCell = markedCell; mMarkedPosition = markedPosition; } void Player::getMarkedPosition(CellStore*& markedCell, ESM::Position &markedPosition) const { markedCell = mMarkedCell; if (mMarkedCell) markedPosition = mMarkedPosition; } void Player::clear() { mCellStore = 0; mSign.clear(); mMarkedCell = 0; mAutoMove = false; mForwardBackward = 0; mTeleported = false; } void Player::write (ESM::ESMWriter& writer) const { ESM::Player player; mPlayer.save (player.mObject); player.mCellId = mCellStore->mCell->getCellId(); /// \todo sign /// \todo last know exterior position /// \todo mark player.mAutoMove = mAutoMove ? 1 : 0; writer.startRecord (ESM::REC_PLAY); player.save (writer); writer.endRecord (ESM::REC_PLAY); } bool Player::readRecord (ESM::ESMReader& reader, int32_t type) { if (type==ESM::REC_PLAY) { ESM::Player player; player.load (reader); if (!mPlayer.checkState (player.mObject)) { // this is the one object we can not silently drop. throw std::runtime_error ("invalid player state record"); } mPlayer.load (player.mObject); mCellStore = MWBase::Environment::get().getWorld()->getCell (player.mCellId); /// \todo sign /// \todo last know exterior position /// \todo mark mAutoMove = player.mAutoMove!=0; mForwardBackward = 0; mTeleported = false; return true; } return false; } }