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OpenMW/apps/openmw/mwworld/player.cpp

93 lines
2.3 KiB
C++

#include "player.hpp"
#include "../mwrender/player.hpp"
#include "../mwmechanics/movement.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.setBaseNode(renderer->getNode());
/// \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);
}
}