OpenMW
|
NPC object representing the player and additional player data. More...
#include <player.hpp>
Public Member Functions | |
Player (const ESM::NPC *player, const MWBase::World &world) | |
void | markPosition (CellStore *markedCell, ESM::Position markedPosition) |
void | getMarkedPosition (CellStore *&markedCell, ESM::Position &markedPosition) const |
void | setLastKnownExteriorPosition (const Ogre::Vector3 &position) |
Ogre::Vector3 | getLastKnownExteriorPosition () const |
void | set (const ESM::NPC *player) |
void | setCell (MWWorld::CellStore *cellStore) |
MWWorld::Ptr | getPlayer () |
void | setBirthSign (const std::string &sign) |
const std::string & | getBirthSign () const |
void | setDrawState (MWMechanics::DrawState_ state) |
bool | getAutoMove () const |
MWMechanics::DrawState_ | getDrawState () |
void | setAutoMove (bool enable) |
void | setLeftRight (int value) |
void | setForwardBackward (int value) |
void | setUpDown (int value) |
void | setRunState (bool run) |
void | setSneak (bool sneak) |
void | yaw (float yaw) |
void | pitch (float pitch) |
void | roll (float roll) |
bool | wasTeleported () const |
void | setTeleported (bool teleported) |
Private Attributes | |
LiveCellRef< ESM::NPC > | mPlayer |
MWWorld::CellStore * | mCellStore |
std::string | mSign |
Ogre::Vector3 | mLastKnownExteriorPosition |
ESM::Position | mMarkedPosition |
CellStore * | mMarkedCell |
bool | mAutoMove |
int | mForwardBackward |
bool | mTeleported |
NPC object representing the player and additional player data.
MWWorld::Player::Player | ( | const ESM::NPC * | player, |
const MWBase::World & | world | ||
) |
bool MWWorld::Player::getAutoMove | ( | ) | const |
const std::string & MWWorld::Player::getBirthSign | ( | ) | const |
Ogre::Vector3 MWWorld::Player::getLastKnownExteriorPosition | ( | ) | const [inline] |
void MWWorld::Player::getMarkedPosition | ( | CellStore *& | markedCell, |
ESM::Position & | markedPosition | ||
) | const |
void MWWorld::Player::markPosition | ( | CellStore * | markedCell, |
ESM::Position | markedPosition | ||
) |
void MWWorld::Player::pitch | ( | float | pitch | ) |
void MWWorld::Player::roll | ( | float | roll | ) |
void MWWorld::Player::set | ( | const ESM::NPC * | player | ) |
void MWWorld::Player::setAutoMove | ( | bool | enable | ) |
void MWWorld::Player::setBirthSign | ( | const std::string & | sign | ) |
void MWWorld::Player::setCell | ( | MWWorld::CellStore * | cellStore | ) |
void MWWorld::Player::setDrawState | ( | MWMechanics::DrawState_ | state | ) |
void MWWorld::Player::setForwardBackward | ( | int | value | ) |
void MWWorld::Player::setLastKnownExteriorPosition | ( | const Ogre::Vector3 & | position | ) | [inline] |
Interiors can not always be mapped to a world position. However world position is still required for divine / almsivi magic effects and the player arrow on the global map. TODO: This should be stored in the savegame, too.
void MWWorld::Player::setLeftRight | ( | int | value | ) |
void MWWorld::Player::setRunState | ( | bool | run | ) |
void MWWorld::Player::setSneak | ( | bool | sneak | ) |
void MWWorld::Player::setTeleported | ( | bool | teleported | ) |
void MWWorld::Player::setUpDown | ( | int | value | ) |
bool MWWorld::Player::wasTeleported | ( | ) | const |
void MWWorld::Player::yaw | ( | float | yaw | ) |
bool MWWorld::Player::mAutoMove [private] |
MWWorld::CellStore* MWWorld::Player::mCellStore [private] |
int MWWorld::Player::mForwardBackward [private] |
Ogre::Vector3 MWWorld::Player::mLastKnownExteriorPosition [private] |
CellStore* MWWorld::Player::mMarkedCell [private] |
LiveCellRef<ESM::NPC> MWWorld::Player::mPlayer [private] |
std::string MWWorld::Player::mSign [private] |
bool MWWorld::Player::mTeleported [private] |