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68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
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#include "player.hpp"
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#include "../mwrender/player.hpp"
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#include "world.hpp"
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namespace MWWorld
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{
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Player::Player (MWRender::Player *renderer, const ESM::NPC *player, MWWorld::World& world) :
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mCellStore (0), mRenderer (renderer), mWorld (world), mClass (0), mCollisionMode (true)
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{
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mPlayer.base = player;
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mName = player->name;
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mMale = !(player->flags & ESM::NPC::Female);
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mRace = player->race;
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mPlayer.ref.pos.pos[0] = mPlayer.ref.pos.pos[1] = mPlayer.ref.pos.pos[2] = 0;
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mClass = new ESM::Class (*world.getStore().classes.find (player->cls));
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mAutoMove = false;
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misWalking = false;
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}
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Player::~Player()
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{
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delete mClass;
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}
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void Player::setPos(float x, float y, float z, bool updateCamera)
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{
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mWorld.moveObject (getPlayer(), x, y, z);
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if (updateCamera)
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mRenderer->getCamera()->setPosition (Ogre::Vector3 (
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mPlayer.ref.pos.pos[0],
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mPlayer.ref.pos.pos[2],
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-mPlayer.ref.pos.pos[1]));
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}
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void Player::moveRel (float &relX, float &relY, float &relZ)
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{
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// Move camera relative to its own direction
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mRenderer->getCamera()->moveRelative (Ogre::Vector3(relX,0,relZ));
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// Up/down movement is always done relative the world axis.
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mRenderer->getCamera()->move (Ogre::Vector3(0,relY,0));
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// Get new camera position, converting back to MW coords.
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Ogre::Vector3 pos = mRenderer->getCamera()->getPosition();
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relX = pos[0];
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relY = -pos[2];
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relZ = pos[1];
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// TODO: Collision detection must be used to find the REAL new
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// position, if mCollisionMode==true
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// Set the position
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setPos(relX, relY, relZ);
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}
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void Player::setClass (const ESM::Class& class_)
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{
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ESM::Class *new_class = new ESM::Class (class_);
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delete mClass;
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mClass = new_class;
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}
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}
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