You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
172 lines
5.2 KiB
C++
172 lines
5.2 KiB
C++
#ifndef OPENMW_MWWORLD_CELLREF_H
|
|
#define OPENMW_MWWORLD_CELLREF_H
|
|
|
|
#include <components/esm/cellref.hpp>
|
|
|
|
namespace ESM
|
|
{
|
|
struct ObjectState;
|
|
}
|
|
|
|
namespace MWWorld
|
|
{
|
|
|
|
/// \brief Encapsulated variant of ESM::CellRef with change tracking
|
|
class CellRef
|
|
{
|
|
public:
|
|
|
|
CellRef (const ESM::CellRef& ref)
|
|
: mCellRef(ref)
|
|
{
|
|
mChanged = false;
|
|
}
|
|
|
|
// Note: Currently unused for items in containers
|
|
const ESM::RefNum& getRefNum() const;
|
|
|
|
// Set RefNum to its default state.
|
|
void unsetRefNum();
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Get the mMpNum (unique multiplayer reference number) of a CellRef
|
|
*/
|
|
unsigned getMpNum() const;
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Set the mMpNum (unique multiplayer reference number) of a CellRef
|
|
*/
|
|
void setMpNum(unsigned index);
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/// Does the RefNum have a content file?
|
|
bool hasContentFile() const;
|
|
|
|
// Id of object being referenced
|
|
std::string getRefId() const;
|
|
|
|
// For doors - true if this door teleports to somewhere else, false
|
|
// if it should open through animation.
|
|
bool getTeleport() const;
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to change the teleport state from elsewhere
|
|
*/
|
|
void setTeleport(bool teleportState);
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
// Teleport location for the door, if this is a teleporting door.
|
|
ESM::Position getDoorDest() const;
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to change the destination position from elsewhere
|
|
*/
|
|
void setDoorDest(const ESM::Position& position);
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
// Destination cell for doors (optional)
|
|
std::string getDestCell() const;
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to change the destination cell from elsewhere
|
|
*/
|
|
void setDestCell(const std::string& cellDescription);
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
// Scale applied to mesh
|
|
float getScale() const;
|
|
void setScale(float scale);
|
|
|
|
// The *original* position and rotation as it was given in the Construction Set.
|
|
// Current position and rotation of the object is stored in RefData.
|
|
ESM::Position getPosition() const;
|
|
void setPosition (const ESM::Position& position);
|
|
|
|
// Remaining enchantment charge. This could be -1 if the charge was not touched yet (i.e. full).
|
|
float getEnchantmentCharge() const;
|
|
|
|
void setEnchantmentCharge(float charge);
|
|
|
|
// For weapon or armor, this is the remaining item health.
|
|
// For tools (lockpicks, probes, repair hammer) it is the remaining uses.
|
|
// If this returns int(-1) it means full health.
|
|
int getCharge() const;
|
|
float getChargeFloat() const; // Implemented as union with int charge
|
|
void setCharge(int charge);
|
|
void setChargeFloat(float charge);
|
|
void applyChargeRemainderToBeSubtracted(float chargeRemainder); // Stores remainders and applies if > 1
|
|
|
|
// The NPC that owns this object (and will get angry if you steal it)
|
|
std::string getOwner() const;
|
|
void setOwner(const std::string& owner);
|
|
|
|
// Name of a global variable. If the global variable is set to '1', using the object is temporarily allowed
|
|
// even if it has an Owner field.
|
|
// Used by bed rent scripts to allow the player to use the bed for the duration of the rent.
|
|
std::string getGlobalVariable() const;
|
|
|
|
void resetGlobalVariable();
|
|
|
|
// ID of creature trapped in this soul gem
|
|
std::string getSoul() const;
|
|
void setSoul(const std::string& soul);
|
|
|
|
// The faction that owns this object (and will get angry if
|
|
// you take it and are not a faction member)
|
|
std::string getFaction() const;
|
|
void setFaction (const std::string& faction);
|
|
|
|
// PC faction rank required to use the item. Sometimes is -1, which means "any rank".
|
|
void setFactionRank(int factionRank);
|
|
int getFactionRank() const;
|
|
|
|
// Lock level for doors and containers
|
|
// Positive for a locked door. 0 for a door that was never locked.
|
|
// For an unlocked door, it is set to -(previous locklevel)
|
|
int getLockLevel() const;
|
|
void setLockLevel(int lockLevel);
|
|
// Key and trap ID names, if any
|
|
std::string getKey() const;
|
|
std::string getTrap() const;
|
|
void setTrap(const std::string& trap);
|
|
|
|
// This is 5 for Gold_005 references, 100 for Gold_100 and so on.
|
|
int getGoldValue() const;
|
|
void setGoldValue(int value);
|
|
|
|
// Write the content of this CellRef into the given ObjectState
|
|
void writeState (ESM::ObjectState& state) const;
|
|
|
|
// Has this CellRef changed since it was originally loaded?
|
|
bool hasChanged() const;
|
|
|
|
private:
|
|
bool mChanged;
|
|
ESM::CellRef mCellRef;
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|