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4e7cde5d72
crashfix tests
228 lines
8.4 KiB
C++
228 lines
8.4 KiB
C++
#ifndef OPENMW_MWWORLD_CELLREF_H
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#define OPENMW_MWWORLD_CELLREF_H
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#include <string_view>
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#include <components/esm/esmbridge.hpp>
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#include <components/esm3/cellref.hpp>
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#include <components/esm4/loadrefr.hpp>
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namespace ESM
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{
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struct ObjectState;
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}
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namespace MWWorld
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{
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/// \brief Encapsulated variant of ESM::CellRef with change tracking
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class CellRef
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{
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protected:
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public:
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explicit CellRef(const ESM::CellRef& ref);
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explicit CellRef(const ESM4::Reference& ref);
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// Note: Currently unused for items in containers
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const ESM::RefNum& getRefNum() const;
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// Returns RefNum.
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// If RefNum is not set, assigns a generated one and changes the "lastAssignedRefNum" counter.
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const ESM::RefNum& getOrAssignRefNum(ESM::RefNum& lastAssignedRefNum);
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// Set RefNum to its default state.
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void unsetRefNum();
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/// Does the RefNum have a content file?
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bool hasContentFile() const { return getRefNum().hasContentFile(); }
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// Id of object being referenced
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const ESM::RefId& getRefId() const
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{
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struct Visitor
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{
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const ESM::RefId& operator()(const ESM::CellRef& ref) { return ref.mRefID; }
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const ESM::RefId& operator()(const ESM4::Reference& ref) { return ref.mBaseObj; }
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};
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return std::visit(Visitor(), mCellRef.mVariant);
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}
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// For doors - true if this door teleports to somewhere else, false
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// if it should open through animation.
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bool getTeleport() const
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{
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struct Visitor
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{
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bool operator()(const ESM::CellRef& ref) { return ref.mTeleport; }
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bool operator()(const ESM4::Reference& ref) { return 0; }
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};
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return std::visit(Visitor(), mCellRef.mVariant);
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}
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// Teleport location for the door, if this is a teleporting door.
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const ESM::Position& getDoorDest() const
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{
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struct Visitor
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{
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const ESM::Position& operator()(const ESM::CellRef& ref) { return ref.mDoorDest; }
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const ESM::Position& operator()(const ESM4::Reference& ref) { return ref.mDoor.destPos; }
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};
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return std::visit(Visitor(), mCellRef.mVariant);
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}
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// Destination cell for doors (optional)
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const std::string& getDestCell() const;
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// Scale applied to mesh
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float getScale() const
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{
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return std::visit([&](auto&& ref) { return ref.mScale; }, mCellRef.mVariant);
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}
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void setScale(float scale);
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// The *original* position and rotation as it was given in the Construction Set.
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// Current position and rotation of the object is stored in RefData.
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const ESM::Position& getPosition() const
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{
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return std::visit([](auto&& ref) -> const ESM::Position& { return ref.mPos; }, mCellRef.mVariant);
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}
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void setPosition(const ESM::Position& position);
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// Remaining enchantment charge. This could be -1 if the charge was not touched yet (i.e. full).
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float getEnchantmentCharge() const;
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// Remaining enchantment charge rescaled to the supplied maximum charge (such as one of the enchantment).
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float getNormalizedEnchantmentCharge(int maxCharge) const;
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void setEnchantmentCharge(float charge);
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// For weapon or armor, this is the remaining item health.
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// For tools (lockpicks, probes, repair hammer) it is the remaining uses.
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// If this returns int(-1) it means full health.
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int getCharge() const
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{
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struct Visitor
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{
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int operator()(const ESM::CellRef& ref) { return ref.mChargeInt; }
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int operator()(const ESM4::Reference& /*ref*/) { return 0; }
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};
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return std::visit(Visitor(), mCellRef.mVariant);
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}
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float getChargeFloat() const
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{
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struct Visitor
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{
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float operator()(const ESM::CellRef& ref) { return ref.mChargeFloat; }
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float operator()(const ESM4::Reference& /*ref*/) { return 0; }
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};
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return std::visit(Visitor(), mCellRef.mVariant);
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} // Implemented as union with int charge
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void setCharge(int charge);
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void setChargeFloat(float charge);
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void applyChargeRemainderToBeSubtracted(float chargeRemainder); // Stores remainders and applies if > 1
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// The NPC that owns this object (and will get angry if you steal it)
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const ESM::RefId& getOwner() const
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{
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struct Visitor
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{
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const ESM::RefId& operator()(const ESM::CellRef& ref) { return ref.mOwner; }
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const ESM::RefId& operator()(const ESM4::Reference& /*ref*/) { return ESM::RefId::sEmpty; }
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};
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return std::visit(Visitor(), mCellRef.mVariant);
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}
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void setOwner(const ESM::RefId& owner);
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// Name of a global variable. If the global variable is set to '1', using the object is temporarily allowed
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// even if it has an Owner field.
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// Used by bed rent scripts to allow the player to use the bed for the duration of the rent.
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const std::string& getGlobalVariable() const;
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void resetGlobalVariable();
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// ID of creature trapped in this soul gem
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const ESM::RefId& getSoul() const
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{
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struct Visitor
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{
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const ESM::RefId& operator()(const ESM::CellRef& ref) { return ref.mSoul; }
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const ESM::RefId& operator()(const ESM4::Reference& /*ref*/) { return ESM::RefId::sEmpty; }
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};
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return std::visit(Visitor(), mCellRef.mVariant);
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}
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void setSoul(const ESM::RefId& soul);
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// The faction that owns this object (and will get angry if
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// you take it and are not a faction member)
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const ESM::RefId& getFaction() const
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{
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struct Visitor
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{
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const ESM::RefId& operator()(const ESM::CellRef& ref) { return ref.mFaction; }
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const ESM::RefId& operator()(const ESM4::Reference& /*ref*/) { return ESM::RefId::sEmpty; }
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};
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return std::visit(Visitor(), mCellRef.mVariant);
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}
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void setFaction(const ESM::RefId& faction);
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// PC faction rank required to use the item. Sometimes is -1, which means "any rank".
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void setFactionRank(int factionRank);
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int getFactionRank() const
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{
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return std::visit([&](auto&& ref) { return ref.mFactionRank; }, mCellRef.mVariant);
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}
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// Lock level for doors and containers
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// Positive for a locked door. 0 for a door that was never locked.
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// For an unlocked door, it is set to -(previous locklevel)
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int getLockLevel() const
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{
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return std::visit([](auto&& ref) { return static_cast<int>(ref.mLockLevel); }, mCellRef.mVariant);
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}
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void setLockLevel(int lockLevel);
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void lock(int lockLevel);
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void unlock();
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// Key and trap ID names, if any
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const ESM::RefId& getKey() const
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{
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return std::visit([](auto&& ref) -> const ESM::RefId& { return ref.mKey; }, mCellRef.mVariant);
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}
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const ESM::RefId& getTrap() const
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{
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struct Visitor
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{
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const ESM::RefId& operator()(const ESM::CellRef& ref) { return ref.mTrap; }
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const ESM::RefId& operator()(const ESM4::Reference& /*ref*/) { return ESM::RefId::sEmpty; }
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};
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return std::visit(Visitor(), mCellRef.mVariant);
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}
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void setTrap(const ESM::RefId& trap);
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// This is 5 for Gold_005 references, 100 for Gold_100 and so on.
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int getGoldValue() const
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{
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struct Visitor
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{
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int operator()(const ESM::CellRef& ref) { return ref.mGoldValue; }
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int operator()(const ESM4::Reference& /*ref*/) { return 0; }
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};
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return std::visit(Visitor(), mCellRef.mVariant);
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}
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void setGoldValue(int value);
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// Write the content of this CellRef into the given ObjectState
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void writeState(ESM::ObjectState& state) const;
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// Has this CellRef changed since it was originally loaded?
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bool hasChanged() const { return mChanged; }
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private:
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bool mChanged = false;
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ESM::ReferenceVariant mCellRef;
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};
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}
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#endif
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