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OpenMW/apps/openmw/mwworld/player.hpp

161 lines
3.3 KiB
C++

#ifndef GAME_MWWORLD_PLAYER_H
#define GAME_MWWORLD_PLAYER_H
#include "OgreCamera.h"
#include <components/esm_store/cell_store.hpp>
#include "../mwworld/refdata.hpp"
#include "../mwworld/ptr.hpp"
namespace MWRender
{
class Player;
}
namespace MWWorld
{
class World;
/// \brief NPC object representing the player and additional player data
class Player
{
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> mPlayer;
MWWorld::Ptr::CellStore *mCellStore;
MWRender::Player *mRenderer;
MWWorld::World& mWorld;
std::string mName;
bool mMale;
std::string mRace;
std::string mBirthsign;
ESM::Class *mClass;
bool mCollisionMode;
bool mAutoMove;
//bool misSneaking;
//bool misHidden;
bool misWalking; //Testing...
public:
Player(MWRender::Player *renderer, const ESM::NPC *player, MWWorld::World& world);
~Player();
/// Set the player position. Uses Morrowind coordinates.
void setPos(float _x, float _y, float _z, bool updateCamera = false);
void setCell (MWWorld::Ptr::CellStore *cellStore)
{
mCellStore = cellStore;
}
/// Move the player relative to her own position and
/// orientation. After the call, the new position is returned.
void moveRel (float &relX, float &relY, float &relZ);
MWWorld::Ptr getPlayer()
{
MWWorld::Ptr ptr (&mPlayer, mCellStore);
return ptr;
}
MWRender::Player *getRenderer() { return mRenderer; }
void setName (const std::string& name)
{
mName = name;
}
void setGender (bool male)
{
mMale = male;
}
void setRace (const std::string& race)
{
mRace = race;
}
void setBirthsign (const std::string& birthsign)
{
mBirthsign = birthsign;
}
void setClass (const ESM::Class& class_);
std::string getName() const
{
return mName;
}
bool isMale() const
{
return mMale;
}
std::string getRace() const
{
return mRace;
}
std::string getBirthsign() const
{
return mBirthsign;
}
const ESM::Class& getClass() const
{
return *mClass;
}
void toggleCollisionMode()
{
mCollisionMode = !mCollisionMode;
}
bool getmAutoMove()
{
return mAutoMove;
}
void setmAutoMove(bool setMe)
{
mAutoMove = setMe;
}
/// <param name="duration">float value representing time since last call</param>
void executeAutoMove(float duration) //call by value for MoveZ makes this harder.
{
if (this.mAutoMove == true)
{
//TODO: Make player go.
/*Access moveZ, access walking/running speed, -1 is for correct direction,
otherwise you end up running backwards - not a bad idea for a future feature, actually...*/
/*
if (this.misWalking == false)
{
//inputmanager.moveZ = 300 * duration * -1;
} else {
//inputmanager.moveZ = 100 * duration * -1;
}
*/
}
}
bool getmisWalking()
{
return this.misWalking;
}
void setmisWalking(bool setMe)
{
this.misWalking = setMe;
}
};
}
#endif