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145 lines
4.2 KiB
C++
145 lines
4.2 KiB
C++
#ifndef GAME_MWWORLD_REFDATA_H
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#define GAME_MWWORLD_REFDATA_H
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#include <components/esm/defs.hpp>
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#include <components/esm/animationstate.hpp>
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#include "../mwscript/locals.hpp"
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#include <string>
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#include <osg/Vec3f>
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namespace SceneUtil
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{
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class PositionAttitudeTransform;
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}
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namespace ESM
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{
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class Script;
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class CellRef;
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struct ObjectState;
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}
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namespace MWWorld
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{
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class CustomData;
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class RefData
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{
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SceneUtil::PositionAttitudeTransform* mBaseNode;
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MWScript::Locals mLocals;
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/// separate delete flag used for deletion by a content file
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/// @note not stored in the save game file.
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bool mDeletedByContentFile;
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bool mEnabled;
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/// 0: deleted
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int mCount;
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ESM::Position mPosition;
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ESM::AnimationState mAnimationState;
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CustomData *mCustomData;
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void copy (const RefData& refData);
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void cleanup();
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bool mChanged;
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unsigned int mFlags;
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public:
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RefData();
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/// @param cellRef Used to copy constant data such as position into this class where it can
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/// be altered without affecting the original data. This makes it possible
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/// to reset the position as the original data is still held in the CellRef
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RefData (const ESM::CellRef& cellRef);
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RefData (const ESM::ObjectState& objectState, bool deletedByContentFile);
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///< Ignores local variables and custom data (not enough context available here to
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/// perform these operations).
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RefData (const RefData& refData);
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~RefData();
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void write (ESM::ObjectState& objectState, const std::string& scriptId = "") const;
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///< Ignores custom data (not enough context available here to
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/// perform this operations).
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RefData& operator= (const RefData& refData);
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/// Return base node (can be a null pointer).
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SceneUtil::PositionAttitudeTransform* getBaseNode();
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/// Return base node (can be a null pointer).
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const SceneUtil::PositionAttitudeTransform* getBaseNode() const;
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/// Set base node (can be a null pointer).
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void setBaseNode (SceneUtil::PositionAttitudeTransform* base);
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int getCount() const;
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void setLocals (const ESM::Script& script);
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void setCount (int count);
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///< Set object count (an object pile is a simple object with a count >1).
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///
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/// \warning Do not call setCount() to add or remove objects from a
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/// container or an actor's inventory. Call ContainerStore::add() or
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/// ContainerStore::remove() instead.
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/// This flag is only used for content stack loading and will not be stored in the savegame.
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/// If the object was deleted by gameplay, then use setCount(0) instead.
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void setDeletedByContentFile(bool deleted);
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/// Returns true if the object was either deleted by the content file or by gameplay.
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bool isDeleted() const;
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/// Returns true if the object was deleted by a content file.
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bool isDeletedByContentFile() const;
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MWScript::Locals& getLocals();
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bool isEnabled() const;
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void enable();
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void disable();
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void setPosition (const ESM::Position& pos);
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const ESM::Position& getPosition() const;
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void setCustomData (CustomData *data);
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///< Set custom data (potentially replacing old custom data). The ownership of \a data is
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/// transferred to this.
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CustomData *getCustomData();
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///< May return a 0-pointer. The ownership of the return data object is not transferred.
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const CustomData *getCustomData() const;
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bool activate();
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bool onActivate();
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bool activateByScript();
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bool hasChanged() const;
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///< Has this RefData changed since it was originally loaded?
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const ESM::AnimationState& getAnimationState() const;
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ESM::AnimationState& getAnimationState();
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};
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}
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#endif
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