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192 lines
5.9 KiB
C++
192 lines
5.9 KiB
C++
#ifndef OPENMW_MWWORLD_CELLREF_H
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#define OPENMW_MWWORLD_CELLREF_H
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#include <components/esm/cellref.hpp>
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namespace ESM
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{
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struct ObjectState;
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}
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namespace MWWorld
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{
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/// \brief Encapsulated variant of ESM::CellRef with change tracking
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class CellRef
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{
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public:
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CellRef (const ESM::CellRef& ref)
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: mCellRef(ref)
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{
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mChanged = false;
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}
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// Note: Currently unused for items in containers
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const ESM::RefNum& getRefNum() const;
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// Set RefNum to its default state.
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void unsetRefNum();
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/*
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Start of tes3mp addition
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Set the unique reference number index of a CellRef, needed to
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make objects retain their uniqueIndex when they are updated
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after their records are modified on the fly by the server
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*/
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void setRefNum(unsigned int index);
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp addition
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Get the mMpNum (unique multiplayer reference number) of a CellRef
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*/
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unsigned int getMpNum() const;
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp addition
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Set the mMpNum (unique multiplayer reference number) of a CellRef
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*/
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void setMpNum(unsigned int index);
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/*
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End of tes3mp addition
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*/
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/// Does the RefNum have a content file?
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bool hasContentFile() const;
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// Id of object being referenced
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std::string getRefId() const;
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// Pointer to ID of the object being referenced
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const std::string* getRefIdPtr() const;
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// For doors - true if this door teleports to somewhere else, false
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// if it should open through animation.
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bool getTeleport() const;
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/*
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Start of tes3mp addition
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Make it possible to change the teleport state from elsewhere
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*/
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void setTeleport(bool teleportState);
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/*
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End of tes3mp addition
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*/
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// Teleport location for the door, if this is a teleporting door.
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ESM::Position getDoorDest() const;
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/*
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Start of tes3mp addition
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Make it possible to change the destination position from elsewhere
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*/
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void setDoorDest(const ESM::Position& position);
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/*
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End of tes3mp addition
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*/
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// Destination cell for doors (optional)
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std::string getDestCell() const;
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/*
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Start of tes3mp addition
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Make it possible to change the destination cell from elsewhere
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*/
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void setDestCell(const std::string& cellDescription);
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/*
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End of tes3mp addition
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*/
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// Scale applied to mesh
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float getScale() const;
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void setScale(float scale);
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// The *original* position and rotation as it was given in the Construction Set.
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// Current position and rotation of the object is stored in RefData.
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ESM::Position getPosition() const;
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void setPosition (const ESM::Position& position);
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// Remaining enchantment charge. This could be -1 if the charge was not touched yet (i.e. full).
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float getEnchantmentCharge() const;
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// Remaining enchantment charge rescaled to the supplied maximum charge (such as one of the enchantment).
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float getNormalizedEnchantmentCharge(int maxCharge) const;
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void setEnchantmentCharge(float charge);
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// For weapon or armor, this is the remaining item health.
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// For tools (lockpicks, probes, repair hammer) it is the remaining uses.
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// If this returns int(-1) it means full health.
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int getCharge() const;
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float getChargeFloat() const; // Implemented as union with int charge
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void setCharge(int charge);
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void setChargeFloat(float charge);
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void applyChargeRemainderToBeSubtracted(float chargeRemainder); // Stores remainders and applies if > 1
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// The NPC that owns this object (and will get angry if you steal it)
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std::string getOwner() const;
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void setOwner(const std::string& owner);
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// Name of a global variable. If the global variable is set to '1', using the object is temporarily allowed
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// even if it has an Owner field.
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// Used by bed rent scripts to allow the player to use the bed for the duration of the rent.
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std::string getGlobalVariable() const;
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void resetGlobalVariable();
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// ID of creature trapped in this soul gem
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std::string getSoul() const;
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void setSoul(const std::string& soul);
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// The faction that owns this object (and will get angry if
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// you take it and are not a faction member)
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std::string getFaction() const;
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void setFaction (const std::string& faction);
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// PC faction rank required to use the item. Sometimes is -1, which means "any rank".
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void setFactionRank(int factionRank);
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int getFactionRank() const;
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// Lock level for doors and containers
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// Positive for a locked door. 0 for a door that was never locked.
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// For an unlocked door, it is set to -(previous locklevel)
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int getLockLevel() const;
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void setLockLevel(int lockLevel);
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void lock(int lockLevel);
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void unlock();
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// Key and trap ID names, if any
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std::string getKey() const;
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std::string getTrap() const;
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void setTrap(const std::string& trap);
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// This is 5 for Gold_005 references, 100 for Gold_100 and so on.
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int getGoldValue() const;
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void setGoldValue(int value);
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// Write the content of this CellRef into the given ObjectState
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void writeState (ESM::ObjectState& state) const;
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// Has this CellRef changed since it was originally loaded?
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bool hasChanged() const;
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private:
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bool mChanged;
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ESM::CellRef mCellRef;
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};
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}
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#endif
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