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openmw/components/esm3/objectstate.hpp

83 lines
2.0 KiB
C++

#ifndef OPENMW_ESM_OBJECTSTATE_H
#define OPENMW_ESM_OBJECTSTATE_H
#include <string>
#include <vector>
#include "animationstate.hpp"
#include "cellref.hpp"
#include "components/esm/luascripts.hpp"
#include "locals.hpp"
namespace ESM
{
class ESMReader;
class ESMWriter;
struct ContainerState;
struct CreatureLevListState;
struct CreatureState;
struct DoorState;
struct NpcState;
// format 0, saved games only
///< \brief Save state for objects, that do not use custom data
struct ObjectState
{
CellRef mRef;
unsigned char mHasLocals;
Locals mLocals;
LuaScripts mLuaScripts;
unsigned char mEnabled;
int mCount;
Position mPosition;
unsigned int mFlags;
// Is there any class-specific state following the ObjectState
bool mHasCustomState;
unsigned int mVersion;
AnimationState mAnimationState;
ObjectState()
: mHasLocals(0)
, mEnabled(0)
, mCount(0)
, mFlags(0)
, mHasCustomState(true)
, mVersion(0)
{
}
/// @note Does not load the CellRef ID, it should already be loaded before calling this method
virtual void load(ESMReader& esm);
virtual void save(ESMWriter& esm, bool inInventory = false) const;
virtual /// Initialize to default state
void
blank();
virtual ~ObjectState();
virtual const NpcState& asNpcState() const;
virtual NpcState& asNpcState();
virtual const CreatureState& asCreatureState() const;
virtual CreatureState& asCreatureState();
virtual const ContainerState& asContainerState() const;
virtual ContainerState& asContainerState();
virtual const DoorState& asDoorState() const;
virtual DoorState& asDoorState();
virtual const CreatureLevListState& asCreatureLevListState() const;
virtual CreatureLevListState& asCreatureLevListState();
};
}
#endif