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OpenMW/apps/openmw/mwworld/cellref.hpp
2022-12-27 19:16:21 +01:00

132 lines
5.2 KiB
C++

#ifndef OPENMW_MWWORLD_CELLREF_H
#define OPENMW_MWWORLD_CELLREF_H
#include <string_view>
#include <components/esm3/cellref.hpp>
namespace ESM
{
struct ObjectState;
}
namespace MWWorld
{
/// \brief Encapsulated variant of ESM::CellRef with change tracking
class CellRef
{
public:
CellRef(const ESM::CellRef& ref)
: mCellRef(ref)
{
mChanged = false;
}
// Note: Currently unused for items in containers
const ESM::RefNum& getRefNum() const { return mCellRef.mRefNum; }
// Returns RefNum.
// If RefNum is not set, assigns a generated one and changes the "lastAssignedRefNum" counter.
const ESM::RefNum& getOrAssignRefNum(ESM::RefNum& lastAssignedRefNum);
// Set RefNum to its default state.
void unsetRefNum();
/// Does the RefNum have a content file?
bool hasContentFile() const { return mCellRef.mRefNum.hasContentFile(); }
// Id of object being referenced
const ESM::RefId& getRefId() const { return mCellRef.mRefID; }
// For doors - true if this door teleports to somewhere else, false
// if it should open through animation.
bool getTeleport() const { return mCellRef.mTeleport; }
// Teleport location for the door, if this is a teleporting door.
const ESM::Position& getDoorDest() const { return mCellRef.mDoorDest; }
// Destination cell for doors (optional)
const ESM::RefId& getDestCell() const { return mCellRef.mDestCell; }
// Scale applied to mesh
float getScale() const { return mCellRef.mScale; }
void setScale(float scale);
// The *original* position and rotation as it was given in the Construction Set.
// Current position and rotation of the object is stored in RefData.
const ESM::Position& getPosition() const { return mCellRef.mPos; }
void setPosition(const ESM::Position& position);
// Remaining enchantment charge. This could be -1 if the charge was not touched yet (i.e. full).
float getEnchantmentCharge() const { return mCellRef.mEnchantmentCharge; }
// Remaining enchantment charge rescaled to the supplied maximum charge (such as one of the enchantment).
float getNormalizedEnchantmentCharge(int maxCharge) const;
void setEnchantmentCharge(float charge);
// For weapon or armor, this is the remaining item health.
// For tools (lockpicks, probes, repair hammer) it is the remaining uses.
// If this returns int(-1) it means full health.
int getCharge() const { return mCellRef.mChargeInt; }
float getChargeFloat() const { return mCellRef.mChargeFloat; } // Implemented as union with int charge
void setCharge(int charge);
void setChargeFloat(float charge);
void applyChargeRemainderToBeSubtracted(float chargeRemainder); // Stores remainders and applies if > 1
// The NPC that owns this object (and will get angry if you steal it)
const ESM::RefId& getOwner() const { return mCellRef.mOwner; }
void setOwner(const ESM::RefId& owner);
// Name of a global variable. If the global variable is set to '1', using the object is temporarily allowed
// even if it has an Owner field.
// Used by bed rent scripts to allow the player to use the bed for the duration of the rent.
const std::string& getGlobalVariable() const { return mCellRef.mGlobalVariable; }
void resetGlobalVariable();
// ID of creature trapped in this soul gem
const ESM::RefId& getSoul() const { return mCellRef.mSoul; }
void setSoul(const ESM::RefId& soul);
// The faction that owns this object (and will get angry if
// you take it and are not a faction member)
const ESM::RefId& getFaction() const { return mCellRef.mFaction; }
void setFaction(const ESM::RefId& faction);
// PC faction rank required to use the item. Sometimes is -1, which means "any rank".
void setFactionRank(int factionRank);
int getFactionRank() const { return mCellRef.mFactionRank; }
// Lock level for doors and containers
// Positive for a locked door. 0 for a door that was never locked.
// For an unlocked door, it is set to -(previous locklevel)
int getLockLevel() const { return mCellRef.mLockLevel; }
void setLockLevel(int lockLevel);
void lock(int lockLevel);
void unlock();
// Key and trap ID names, if any
const ESM::RefId& getKey() const { return mCellRef.mKey; }
const ESM::RefId& getTrap() const { return mCellRef.mTrap; }
void setTrap(const ESM::RefId& trap);
// This is 5 for Gold_005 references, 100 for Gold_100 and so on.
int getGoldValue() const { return mCellRef.mGoldValue; }
void setGoldValue(int value);
// Write the content of this CellRef into the given ObjectState
void writeState(ESM::ObjectState& state) const;
// Has this CellRef changed since it was originally loaded?
bool hasChanged() const { return mChanged; }
private:
bool mChanged;
ESM::CellRef mCellRef;
};
}
#endif