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