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openmw-tes3mp/apps/openmw/mwworld/cellref.hpp

122 lines
4.0 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();
/// 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;
// Teleport location for the door, if this is a teleporting door.
ESM::Position getDoorDest() const;
// Destination cell for doors (optional)
std::string getDestCell() const;
// 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