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OpenMW/apps/openmw/mwworld/cellref.hpp
elsid e910dd7a25
Rename CellRef::getRefIdPtr -> getRefIdRef and return reference
Return value can't be nullptr. Pointer complicates the code because has to be
dereferenced.

Also move function definition to hpp to make it easier for compiler to optimize
calls.
2021-09-06 22:52:08 +02:00

134 lines
4.6 KiB
C++

#ifndef OPENMW_MWWORLD_CELLREF_H
#define OPENMW_MWWORLD_CELLREF_H
#include <components/esm/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;
// 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;
// Id of object being referenced
std::string getRefId() const;
// Reference to ID of the object being referenced
const std::string& getRefIdRef() const { return mCellRef.mRefID; }
// For doors - true if this door teleports to somewhere else, false
// if it should open through animation.
bool getTeleport() const;
// Teleport location for the door, if this is a teleporting door.
ESM::Position getDoorDest() const;
// Destination cell for doors (optional)
std::string getDestCell() const;
// Scale applied to mesh
float getScale() const;
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.
ESM::Position getPosition() const;
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;
// 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;
float getChargeFloat() const; // 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)
std::string getOwner() const;
void setOwner(const std::string& 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.
std::string getGlobalVariable() const;
void resetGlobalVariable();
// ID of creature trapped in this soul gem
std::string getSoul() const;
void setSoul(const std::string& soul);
// The faction that owns this object (and will get angry if
// you take it and are not a faction member)
std::string getFaction() const;
void setFaction (const std::string& faction);
// PC faction rank required to use the item. Sometimes is -1, which means "any rank".
void setFactionRank(int factionRank);
int getFactionRank() const;
// 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;
void setLockLevel(int lockLevel);
void lock(int lockLevel);
void unlock();
// Key and trap ID names, if any
std::string getKey() const;
std::string getTrap() const;
void setTrap(const std::string& trap);
// This is 5 for Gold_005 references, 100 for Gold_100 and so on.
int getGoldValue() const;
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;
private:
bool mChanged;
ESM::CellRef mCellRef;
};
}
#endif