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135 lines
4.0 KiB
C++
135 lines
4.0 KiB
C++
#ifndef GAME_MWWORLD_PLAYER_H
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#define GAME_MWWORLD_PLAYER_H
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#include <map>
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#include "../mwworld/refdata.hpp"
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#include "../mwworld/livecellref.hpp"
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#include "../mwmechanics/drawstate.hpp"
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#include "../mwmechanics/stat.hpp"
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#include <components/esm/loadskil.hpp>
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#include <components/esm/attr.hpp>
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namespace ESM
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{
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struct NPC;
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class ESMWriter;
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class ESMReader;
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}
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namespace Loading
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{
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class Listener;
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}
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namespace MWWorld
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{
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class CellStore;
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/// \brief NPC object representing the player and additional player data
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class Player
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{
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LiveCellRef<ESM::NPC> mPlayer;
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MWWorld::CellStore *mCellStore;
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std::string mSign;
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osg::Vec3f mLastKnownExteriorPosition;
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ESM::Position mMarkedPosition;
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// If no position was marked, this is NULL
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CellStore* mMarkedCell;
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bool mAutoMove;
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int mForwardBackward;
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bool mTeleported;
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int mCurrentCrimeId; // the id assigned witnesses
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int mPaidCrimeId; // the last id paid off (0 bounty)
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typedef std::map<std::string, std::string> PreviousItems; // previous equipped items, needed for bound spells
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PreviousItems mPreviousItems;
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// Saved stats prior to becoming a werewolf
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MWMechanics::SkillValue mSaveSkills[ESM::Skill::Length];
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MWMechanics::AttributeValue mSaveAttributes[ESM::Attribute::Length];
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bool mAttackingOrSpell;
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public:
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Player(const ESM::NPC *player);
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void saveStats();
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void restoreStats();
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void setWerewolfStats();
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// For mark/recall magic effects
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void markPosition (CellStore* markedCell, const ESM::Position& markedPosition);
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void getMarkedPosition (CellStore*& markedCell, ESM::Position& markedPosition) const;
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/// Interiors can not always be mapped to a world position. However
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/// world position is still required for divine / almsivi magic effects
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/// and the player arrow on the global map.
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void setLastKnownExteriorPosition (const osg::Vec3f& position) { mLastKnownExteriorPosition = position; }
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osg::Vec3f getLastKnownExteriorPosition() const { return mLastKnownExteriorPosition; }
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void set (const ESM::NPC *player);
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void setCell (MWWorld::CellStore *cellStore);
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MWWorld::Ptr getPlayer();
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void setBirthSign(const std::string &sign);
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const std::string &getBirthSign() const;
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void setDrawState (MWMechanics::DrawState_ state);
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MWMechanics::DrawState_ getDrawState(); /// \todo constness
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/// Activate the object under the crosshair, if any
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void activate();
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bool getAutoMove() const;
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void setAutoMove (bool enable);
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void setLeftRight (int value);
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void setForwardBackward (int value);
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void setUpDown(int value);
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void setRunState(bool run);
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void setSneak(bool sneak);
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void yaw(float yaw);
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void pitch(float pitch);
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void roll(float roll);
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bool wasTeleported() const;
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void setTeleported(bool teleported);
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void setAttackingOrSpell(bool attackingOrSpell);
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bool getAttackingOrSpell() const;
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///Checks all nearby actors to see if anyone has an aipackage against you
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bool isInCombat();
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bool enemiesNearby();
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void clear();
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void write (ESM::ESMWriter& writer, Loading::Listener& progress) const;
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bool readRecord (ESM::ESMReader& reader, uint32_t type);
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int getNewCrimeId(); // get new id for witnesses
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void recordCrimeId(); // record the paid crime id when bounty is 0
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int getCrimeId() const; // get the last paid crime id
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void setPreviousItem(const std::string& boundItemId, const std::string& previousItemId);
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std::string getPreviousItem(const std::string& boundItemId);
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void erasePreviousItem(const std::string& boundItemId);
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};
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}
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#endif
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