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OpenMW/apps/openmw/mwworld/player.cpp
scrawl 03cf383be7 Merge branch 'master' of https://github.com/zinnschlag/openmw into savedgame
Conflicts:
	apps/openmw/mwgui/referenceinterface.cpp
	apps/openmw/mwmechanics/actors.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
	apps/openmw/mwscript/cellextensions.cpp
	apps/openmw/mwworld/cells.cpp
	apps/openmw/mwworld/cells.hpp
	apps/openmw/mwworld/cellstore.cpp
	apps/openmw/mwworld/store.cpp
	apps/openmw/mwworld/worldimp.cpp
2014-01-24 18:28:35 +01:00

277 lines
7.3 KiB
C++

#include "player.hpp"
#include <stdexcept>
#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/esm/player.hpp>
#include <components/esm/defs.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "class.hpp"
namespace MWWorld
{
Player::Player (const ESM::NPC *player, const MWBase::World& world)
: mCellStore(0),
mLastKnownExteriorPosition(0,0,0),
mAutoMove(false),
mForwardBackward (0),
mTeleported(false),
mMarkedCell(NULL)
{
mPlayer.mBase = player;
mPlayer.mRef.mRefID = "player";
float* playerPos = mPlayer.mData.getPosition().pos;
playerPos[0] = playerPos[1] = playerPos[2] = 0;
}
void Player::set(const ESM::NPC *player)
{
mPlayer.mBase = player;
}
void Player::setCell (MWWorld::CellStore *cellStore)
{
mCellStore = cellStore;
}
MWWorld::Ptr Player::getPlayer()
{
MWWorld::Ptr ptr (&mPlayer, mCellStore);
return ptr;
}
void Player::setBirthSign (const std::string &sign)
{
mSign = sign;
}
const std::string& Player::getBirthSign() const
{
return mSign;
}
void Player::setDrawState (MWMechanics::DrawState_ state)
{
MWWorld::Ptr ptr = getPlayer();
MWWorld::Class::get(ptr).getNpcStats(ptr).setDrawState (state);
}
bool Player::getAutoMove() const
{
return mAutoMove;
}
void Player::setAutoMove (bool enable)
{
MWWorld::Ptr ptr = getPlayer();
mAutoMove = enable;
int value = mForwardBackward;
if (mAutoMove)
value = 1;
MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[1] = value;
}
void Player::setLeftRight (int value)
{
MWWorld::Ptr ptr = getPlayer();
MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[0] = value;
}
void Player::setForwardBackward (int value)
{
MWWorld::Ptr ptr = getPlayer();
mForwardBackward = value;
if (mAutoMove)
value = 1;
MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[1] = value;
}
void Player::setUpDown(int value)
{
MWWorld::Ptr ptr = getPlayer();
MWWorld::Class::get (ptr).getMovementSettings (ptr).mPosition[2] = value;
}
void Player::setRunState(bool run)
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getCreatureStats(ptr).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, run);
}
void Player::setSneak(bool sneak)
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getCreatureStats(ptr).setMovementFlag(MWMechanics::CreatureStats::Flag_Sneak, sneak);
// TODO show sneak indicator only when the player is not detected by any actor
MWBase::Environment::get().getWindowManager()->setSneakVisibility(sneak);
}
void Player::yaw(float yaw)
{
MWWorld::Ptr ptr = getPlayer();
MWWorld::Class::get(ptr).getMovementSettings(ptr).mRotation[2] += yaw;
}
void Player::pitch(float pitch)
{
MWWorld::Ptr ptr = getPlayer();
MWWorld::Class::get(ptr).getMovementSettings(ptr).mRotation[0] += pitch;
}
void Player::roll(float roll)
{
MWWorld::Ptr ptr = getPlayer();
MWWorld::Class::get(ptr).getMovementSettings(ptr).mRotation[1] += roll;
}
MWMechanics::DrawState_ Player::getDrawState()
{
MWWorld::Ptr ptr = getPlayer();
return MWWorld::Class::get(ptr).getNpcStats(ptr).getDrawState();
}
bool Player::wasTeleported() const
{
return mTeleported;
}
void Player::setTeleported(bool teleported)
{
mTeleported = teleported;
}
void Player::markPosition(CellStore *markedCell, ESM::Position markedPosition)
{
mMarkedCell = markedCell;
mMarkedPosition = markedPosition;
}
void Player::getMarkedPosition(CellStore*& markedCell, ESM::Position &markedPosition) const
{
markedCell = mMarkedCell;
if (mMarkedCell)
markedPosition = mMarkedPosition;
}
void Player::clear()
{
mCellStore = 0;
mSign.clear();
mMarkedCell = 0;
mAutoMove = false;
mForwardBackward = 0;
mTeleported = false;
}
void Player::write (ESM::ESMWriter& writer) const
{
ESM::Player player;
mPlayer.save (player.mObject);
player.mCellId = mCellStore->mCell->getCellId();
player.mBirthsign = mSign;
player.mLastKnownExteriorPosition[0] = mLastKnownExteriorPosition.x;
player.mLastKnownExteriorPosition[1] = mLastKnownExteriorPosition.y;
player.mLastKnownExteriorPosition[2] = mLastKnownExteriorPosition.z;
if (mMarkedCell)
{
player.mHasMark = true;
player.mMarkedPosition = mMarkedPosition;
player.mMarkedCell = mMarkedCell->mCell->getCellId();
}
else
player.mHasMark = false;
player.mAutoMove = mAutoMove ? 1 : 0;
writer.startRecord (ESM::REC_PLAY);
player.save (writer);
writer.endRecord (ESM::REC_PLAY);
}
bool Player::readRecord (ESM::ESMReader& reader, int32_t type)
{
if (type==ESM::REC_PLAY)
{
ESM::Player player;
player.load (reader);
if (!mPlayer.checkState (player.mObject))
{
// this is the one object we can not silently drop.
throw std::runtime_error ("invalid player state record (object state)");
}
mPlayer.load (player.mObject);
MWBase::World& world = *MWBase::Environment::get().getWorld();
mCellStore = world.getCell (player.mCellId);
if (!player.mBirthsign.empty() &&
!world.getStore().get<ESM::BirthSign>().search (player.mBirthsign))
throw std::runtime_error ("invalid player state record (birthsign)");
mSign = player.mBirthsign;
mLastKnownExteriorPosition.x = player.mLastKnownExteriorPosition[0];
mLastKnownExteriorPosition.y = player.mLastKnownExteriorPosition[1];
mLastKnownExteriorPosition.z = player.mLastKnownExteriorPosition[2];
if (player.mHasMark && !player.mMarkedCell.mPaged)
{
// interior cell -> need to check if it exists (exterior cell will be
// generated on the fly)
if (!world.getStore().get<ESM::Cell>().search (player.mMarkedCell.mWorldspace))
player.mHasMark = false; // drop mark silently
}
if (player.mHasMark)
{
mMarkedPosition = player.mMarkedPosition;
mMarkedCell = world.getCell (player.mMarkedCell);
}
else
{
mMarkedCell = 0;
}
mAutoMove = player.mAutoMove!=0;
mForwardBackward = 0;
mTeleported = false;
return true;
}
return false;
}
}