#include "player.hpp" #include "../mwrender/player.hpp" #include "world.hpp" #include "class.hpp" namespace MWWorld { Player::Player (MWRender::Player *renderer, const ESM::NPC *player, MWWorld::World& world) : mCellStore (0), mRenderer (renderer), mWorld (world), mClass (0), mAutoMove (false), mForwardBackward (0) { mPlayer.base = player; mPlayer.ref.refID = "player"; mName = player->name; mMale = !(player->flags & ESM::NPC::Female); mRace = player->race; float* playerPos = mPlayer.mData.getPosition().pos; playerPos[0] = playerPos[1] = playerPos[2] = 0; std::cout << renderer->getHandle(); mPlayer.mData.setHandle (renderer->getHandle()); /// \todo Do not make a copy of classes defined in esm/p records. mClass = new ESM::Class (*world.getStore().classes.find (player->cls)); } Player::~Player() { delete mClass; } void Player::setPos(float x, float y, float z) { /// \todo This fcuntion should be removed during the mwrender-refactoring. mWorld.moveObject (getPlayer(), x, y, z); } void Player::setClass (const ESM::Class& class_) { ESM::Class *new_class = new ESM::Class (class_); delete mClass; mClass = new_class; } void Player::setAutoMove (bool enable) { MWWorld::Ptr ptr = getPlayer(); mAutoMove = enable; int value = mForwardBackward; if (mAutoMove) value = 1; MWWorld::Class::get (ptr).getMovementSettings (ptr).mForwardBackward = value; } void Player::setLeftRight (int value) { MWWorld::Ptr ptr = getPlayer(); MWWorld::Class::get (ptr).getMovementSettings (ptr).mLeftRight = value; } void Player::setForwardBackward (int value) { MWWorld::Ptr ptr = getPlayer(); mForwardBackward = value; if (mAutoMove) value = 1; MWWorld::Class::get (ptr).getMovementSettings (ptr).mForwardBackward = value; } void Player::toggleRunning() { MWWorld::Ptr ptr = getPlayer(); bool running = MWWorld::Class::get (ptr).getStance (ptr, MWWorld::Class::Run, true); MWWorld::Class::get (ptr).setStance (ptr, MWWorld::Class::Run, !running); } }