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

174 lines
5.0 KiB
C++

#ifndef GAME_MWWORLD_REFDATA_H
#define GAME_MWWORLD_REFDATA_H
#include <components/esm/defs.hpp>
#include <components/esm/animationstate.hpp>
#include "../mwscript/locals.hpp"
#include <string>
#include <osg/Vec3f>
namespace SceneUtil
{
class PositionAttitudeTransform;
}
namespace ESM
{
class Script;
class CellRef;
struct ObjectState;
}
namespace MWWorld
{
class CustomData;
class RefData
{
SceneUtil::PositionAttitudeTransform* mBaseNode;
MWScript::Locals mLocals;
/// separate delete flag used for deletion by a content file
/// @note not stored in the save game file.
bool mDeletedByContentFile;
bool mEnabled;
/// 0: deleted
int mCount;
ESM::Position mPosition;
ESM::AnimationState mAnimationState;
CustomData *mCustomData;
void copy (const RefData& refData);
void cleanup();
bool mChanged;
unsigned int mFlags;
public:
RefData();
/// @param cellRef Used to copy constant data such as position into this class where it can
/// be altered without affecting the original data. This makes it possible
/// to reset the position as the original data is still held in the CellRef
RefData (const ESM::CellRef& cellRef);
RefData (const ESM::ObjectState& objectState, bool deletedByContentFile);
///< Ignores local variables and custom data (not enough context available here to
/// perform these operations).
RefData (const RefData& refData);
~RefData();
void write (ESM::ObjectState& objectState, const std::string& scriptId = "") const;
///< Ignores custom data (not enough context available here to
/// perform this operations).
RefData& operator= (const RefData& refData);
/// Return base node (can be a null pointer).
SceneUtil::PositionAttitudeTransform* getBaseNode();
/// Return base node (can be a null pointer).
const SceneUtil::PositionAttitudeTransform* getBaseNode() const;
/// Set base node (can be a null pointer).
void setBaseNode (SceneUtil::PositionAttitudeTransform* base);
int getCount() const;
void setLocals (const ESM::Script& script);
void setCount (int count);
///< Set object count (an object pile is a simple object with a count >1).
///
/// \warning Do not call setCount() to add or remove objects from a
/// container or an actor's inventory. Call ContainerStore::add() or
/// ContainerStore::remove() instead.
/// This flag is only used for content stack loading and will not be stored in the savegame.
/// If the object was deleted by gameplay, then use setCount(0) instead.
void setDeletedByContentFile(bool deleted);
/// Returns true if the object was either deleted by the content file or by gameplay.
bool isDeleted() const;
/// Returns true if the object was deleted by a content file.
bool isDeletedByContentFile() const;
MWScript::Locals& getLocals();
bool isEnabled() const;
void enable();
void disable();
void setPosition (const ESM::Position& pos);
const ESM::Position& getPosition() const;
void setCustomData (CustomData *data);
///< Set custom data (potentially replacing old custom data). The ownership of \a data is
/// transferred to this.
CustomData *getCustomData();
///< May return a 0-pointer. The ownership of the return data object is not transferred.
const CustomData *getCustomData() const;
bool activate();
bool onActivate();
bool activateByScript();
bool hasChanged() const;
///< Has this RefData changed since it was originally loaded?
const ESM::AnimationState& getAnimationState() const;
ESM::AnimationState& getAnimationState();
/*
Start of tes3mp addition
Track the last state communicated to the server for this reference,
to avoid packet spam when the server denies our state change request or
is slow to reply
*/
enum StateCommunication
{
None = 0,
Enabled = 1,
Disabled = 2,
Deleted = 3
};
private:
short mLastCommunicatedState = StateCommunication::None;
public:
short getLastCommunicatedState() { return mLastCommunicatedState; };
void setLastCommunicatedState(short communicationState) { mLastCommunicatedState = communicationState; };
/*
End of tes3mp addition
*/
};
}
#endif