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113 lines
3.2 KiB
C++
113 lines
3.2 KiB
C++
#ifndef GAME_MWWORLD_PLAYER_H
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#define GAME_MWWORLD_PLAYER_H
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#include "../mwworld/refdata.hpp"
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#include "../mwworld/livecellref.hpp"
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#include "../mwmechanics/drawstate.hpp"
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#include <OgreVector3.h>
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namespace ESM
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{
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struct NPC;
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class ESMWriter;
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class ESMReader;
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}
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namespace MWBase
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{
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class World;
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class Ptr;
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}
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namespace Loading
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{
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class Listener;
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}
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namespace MWWorld
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{
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class CellStore;
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/// \brief NPC object representing the player and additional player data
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class Player
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{
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LiveCellRef<ESM::NPC> mPlayer;
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MWWorld::CellStore *mCellStore;
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std::string mSign;
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Ogre::Vector3 mLastKnownExteriorPosition;
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ESM::Position mMarkedPosition;
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// If no position was marked, this is NULL
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CellStore* mMarkedCell;
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bool mAutoMove;
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int mForwardBackward;
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bool mTeleported;
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int mCurrentCrimeId; // the id assigned witnesses
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int mPaidCrimeId; // the last id paid off (0 bounty)
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public:
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Player(const ESM::NPC *player, const MWBase::World& world);
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// For mark/recall magic effects
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void markPosition (CellStore* markedCell, ESM::Position markedPosition);
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void getMarkedPosition (CellStore*& markedCell, ESM::Position& markedPosition) const;
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/// Interiors can not always be mapped to a world position. However
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/// world position is still required for divine / almsivi magic effects
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/// and the player arrow on the global map.
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/// TODO: This should be stored in the savegame, too.
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void setLastKnownExteriorPosition (const Ogre::Vector3& position) { mLastKnownExteriorPosition = position; }
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Ogre::Vector3 getLastKnownExteriorPosition() const { return mLastKnownExteriorPosition; }
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void set (const ESM::NPC *player);
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void setCell (MWWorld::CellStore *cellStore);
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MWWorld::Ptr getPlayer();
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void setBirthSign(const std::string &sign);
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const std::string &getBirthSign() const;
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void setDrawState (MWMechanics::DrawState_ state);
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MWMechanics::DrawState_ getDrawState(); /// \todo constness
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bool getAutoMove() const;
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void setAutoMove (bool enable);
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void setLeftRight (int value);
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void setForwardBackward (int value);
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void setUpDown(int value);
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void setRunState(bool run);
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void setSneak(bool sneak);
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void yaw(float yaw);
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void pitch(float pitch);
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void roll(float roll);
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bool wasTeleported() const;
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void setTeleported(bool teleported);
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///Checks all nearby actors to see if anyone has an aipackage against you
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bool isInCombat();
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void clear();
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void write (ESM::ESMWriter& writer, Loading::Listener& progress) const;
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bool readRecord (ESM::ESMReader& reader, uint32_t type);
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int getNewCrimeId(); // get new id for witnesses
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void recordCrimeId(); // record the paid crime id when bounty is 0
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int getCrimeId() const; // get the last paid crime id
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};
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}
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#endif
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