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			112 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			112 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_ESM_CELLREF_H
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| #define OPENMW_ESM_CELLREF_H
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| 
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| #include <cstdint>
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| #include <string>
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| 
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| #include <components/esm/defs.hpp>
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| #include <components/esm/position.hpp>
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| #include <components/esm/refid.hpp>
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| 
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| #include "refnum.hpp"
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| 
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| namespace ESM
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| {
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|     class ESMWriter;
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|     class ESMReader;
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| 
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|     /* Cell reference. This represents ONE object (of many) inside the
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|     cell. The cell references are not loaded as part of the normal
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|     loading process, but are rather loaded later on demand when we are
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|     setting up a specific cell.
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|     */
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| 
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|     class CellRef
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|     {
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|     public:
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|         static constexpr std::string_view getRecordType() { return "CellRef"; }
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| 
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|         // Reference number
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|         // Note: Currently unused for items in containers
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|         RefNum mRefNum;
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| 
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|         ESM::RefId mRefID; // ID of object being referenced
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| 
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|         float mScale; // Scale applied to mesh
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| 
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|         // The NPC that owns this object (and will get angry if you steal it)
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|         ESM::RefId mOwner;
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| 
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|         // Name of a global variable. If the global variable is set to '1', using the object is temporarily allowed
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|         // even if it has an Owner field.
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|         // Used by bed rent scripts to allow the player to use the bed for the duration of the rent.
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|         std::string mGlobalVariable;
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| 
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|         // ID of creature trapped in this soul gem
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|         ESM::RefId mSoul;
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| 
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|         // The faction that owns this object (and will get angry if
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|         // you take it and are not a faction member)
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|         ESM::RefId mFaction;
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| 
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|         // PC faction rank required to use the item. Sometimes is -1, which means "any rank".
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|         int32_t mFactionRank;
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| 
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|         // For weapon or armor, this is the remaining item health.
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|         // For tools (lockpicks, probes, repair hammer) it is the remaining uses.
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|         // For lights it is remaining time.
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|         // This could be -1 if the charge was not touched yet (i.e. full).
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|         union
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|         {
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|             int32_t mChargeInt; // Used by everything except lights
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|             float mChargeFloat; // Used only by lights
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|         };
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|         float mChargeIntRemainder; // Fractional part of mChargeInt
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| 
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|         // Remaining enchantment charge. This could be -1 if the charge was not touched yet (i.e. full).
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|         float mEnchantmentCharge;
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| 
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|         int32_t mCount;
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| 
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|         // For doors - true if this door teleports to somewhere else, false
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|         // if it should open through animation.
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|         bool mTeleport;
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| 
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|         // Teleport location for the door, if this is a teleporting door.
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|         Position mDoorDest;
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| 
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|         // Destination cell for doors (optional)
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|         std::string mDestCell;
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| 
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|         // Lock level for doors and containers
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|         int32_t mLockLevel;
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|         bool mIsLocked{};
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|         ESM::RefId mKey, mTrap; // Key and trap ID names, if any
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| 
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|         // This corresponds to the "Reference Blocked" checkbox in the construction set,
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|         // which prevents editing that reference.
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|         // -1 is not blocked, otherwise it is blocked.
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|         signed char mReferenceBlocked;
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| 
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|         // Position and rotation of this object within the cell
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|         Position mPos;
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| 
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|         /// Calls loadId and loadData
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|         void load(ESMReader& esm, bool& isDeleted, bool wideRefNum = false);
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| 
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|         void loadId(ESMReader& esm, bool wideRefNum = false);
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| 
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|         /// Implicitly called by load
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|         void loadData(ESMReader& esm, bool& isDeleted);
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| 
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|         void save(ESMWriter& esm, bool wideRefNum = false, bool inInventory = false, bool isDeleted = false) const;
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| 
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|         void blank();
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|     };
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| 
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|     void skipLoadCellRef(ESMReader& esm, bool wideRefNum = false);
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| 
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|     CellRef makeBlankCellRef();
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| }
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| 
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| #endif
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