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openmw-tes3mp/apps/openmw/mwworld/refdata.cpp

285 lines
6.5 KiB
C++

#include "refdata.hpp"
#include <components/esm/objectstate.hpp>
#include "customdata.hpp"
#include "cellstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
namespace
{
enum RefDataFlags
{
Flag_SuppressActivate = 1, // If set, activation will be suppressed and redirected to the OnActivate flag, which can then be handled by a script.
Flag_OnActivate = 2,
Flag_ActivationBuffered = 4
};
}
namespace MWWorld
{
void RefData::copy (const RefData& refData)
{
mBaseNode = refData.mBaseNode;
mLocals = refData.mLocals;
mEnabled = refData.mEnabled;
mCount = refData.mCount;
mPosition = refData.mPosition;
mChanged = refData.mChanged;
mDeletedByContentFile = refData.mDeletedByContentFile;
mFlags = refData.mFlags;
mAnimationState = refData.mAnimationState;
mCustomData = refData.mCustomData ? refData.mCustomData->clone() : 0;
}
void RefData::cleanup()
{
mBaseNode = 0;
delete mCustomData;
mCustomData = 0;
}
RefData::RefData()
: mBaseNode(0), mDeletedByContentFile(false), mEnabled (true), mCount (1), mCustomData (0), mChanged(false), mFlags(0)
{
for (int i=0; i<3; ++i)
{
mPosition.pos[i] = 0;
mPosition.rot[i] = 0;
}
}
RefData::RefData (const ESM::CellRef& cellRef)
: mBaseNode(0), mDeletedByContentFile(false), mEnabled (true),
mCount (1), mPosition (cellRef.mPos),
mCustomData (0),
mChanged(false), mFlags(0) // Loading from ESM/ESP files -> assume unchanged
{
}
RefData::RefData (const ESM::ObjectState& objectState, bool deletedByContentFile)
: mBaseNode(0), mDeletedByContentFile(deletedByContentFile),
mEnabled (objectState.mEnabled != 0),
mCount (objectState.mCount),
mPosition (objectState.mPosition),
mAnimationState(objectState.mAnimationState),
mCustomData (0),
mChanged(true), mFlags(objectState.mFlags) // Loading from a savegame -> assume changed
{
// "Note that the ActivationFlag_UseEnabled is saved to the reference,
// which will result in permanently suppressed activation if the reference script is removed.
// This occurred when removing the animated containers mod, and the fix in MCP is to reset UseEnabled to true on loading a game."
mFlags &= (~Flag_SuppressActivate);
}
RefData::RefData (const RefData& refData)
: mBaseNode(0), mCustomData (0)
{
try
{
copy (refData);
mFlags &= ~(Flag_SuppressActivate|Flag_OnActivate|Flag_ActivationBuffered);
}
catch (...)
{
cleanup();
throw;
}
}
void RefData::write (ESM::ObjectState& objectState, const std::string& scriptId) const
{
objectState.mHasLocals = mLocals.write (objectState.mLocals, scriptId);
objectState.mEnabled = mEnabled;
objectState.mCount = mCount;
objectState.mPosition = mPosition;
objectState.mFlags = mFlags;
objectState.mAnimationState = mAnimationState;
}
RefData& RefData::operator= (const RefData& refData)
{
try
{
cleanup();
copy (refData);
}
catch (...)
{
cleanup();
throw;
}
return *this;
}
RefData::~RefData()
{
try
{
cleanup();
}
catch (...)
{}
}
void RefData::setBaseNode(SceneUtil::PositionAttitudeTransform *base)
{
mBaseNode = base;
}
SceneUtil::PositionAttitudeTransform* RefData::getBaseNode()
{
return mBaseNode;
}
const SceneUtil::PositionAttitudeTransform* RefData::getBaseNode() const
{
return mBaseNode;
}
int RefData::getCount() const
{
return mCount;
}
void RefData::setLocals (const ESM::Script& script)
{
if (mLocals.configure (script) && !mLocals.isEmpty())
mChanged = true;
}
void RefData::setCount (int count)
{
if(count == 0)
MWBase::Environment::get().getWorld()->removeRefScript(this);
mChanged = true;
mCount = count;
}
void RefData::setDeletedByContentFile(bool deleted)
{
mDeletedByContentFile = deleted;
}
bool RefData::isDeleted() const
{
return mDeletedByContentFile || mCount == 0;
}
bool RefData::isDeletedByContentFile() const
{
return mDeletedByContentFile;
}
MWScript::Locals& RefData::getLocals()
{
return mLocals;
}
bool RefData::isEnabled() const
{
return mEnabled;
}
void RefData::enable()
{
if (!mEnabled)
{
mChanged = true;
mEnabled = true;
}
}
void RefData::disable()
{
if (mEnabled)
{
mChanged = true;
mEnabled = false;
}
}
void RefData::setPosition(const ESM::Position& pos)
{
mChanged = true;
mPosition = pos;
}
const ESM::Position& RefData::getPosition() const
{
return mPosition;
}
void RefData::setCustomData (CustomData *data)
{
mChanged = true; // We do not currently track CustomData, so assume anything with a CustomData is changed
delete mCustomData;
mCustomData = data;
}
CustomData *RefData::getCustomData()
{
return mCustomData;
}
const CustomData *RefData::getCustomData() const
{
return mCustomData;
}
bool RefData::hasChanged() const
{
return mChanged || !mAnimationState.empty();
}
bool RefData::activateByScript()
{
bool ret = (mFlags & Flag_ActivationBuffered);
mFlags &= ~(Flag_SuppressActivate|Flag_OnActivate);
return ret;
}
bool RefData::activate()
{
if (mFlags & Flag_SuppressActivate)
{
mFlags |= Flag_OnActivate|Flag_ActivationBuffered;
return false;
}
else
{
return true;
}
}
bool RefData::onActivate()
{
bool ret = mFlags & Flag_OnActivate;
mFlags |= Flag_SuppressActivate;
mFlags &= (~Flag_OnActivate);
return ret;
}
const ESM::AnimationState& RefData::getAnimationState() const
{
return mAnimationState;
}
ESM::AnimationState& RefData::getAnimationState()
{
return mAnimationState;
}
}