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@ -69,7 +69,7 @@ namespace MWWorld
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/// \brief The game world and its visual representation
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class World : public MWBase::World
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class World final: public MWBase::World
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{
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Resource::ResourceSystem* mResourceSystem;
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@ -137,7 +137,7 @@ namespace MWWorld
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MWWorld::Ptr getFacedObject(float maxDistance, bool ignorePlayer=true);
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public: // FIXME
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void removeContainerScripts(const Ptr& reference);
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void removeContainerScripts(const Ptr& reference) override;
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private:
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void addContainerScripts(const Ptr& reference, CellStore* cell);
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void PCDropped (const Ptr& item);
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@ -191,210 +191,210 @@ namespace MWWorld
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virtual ~World();
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virtual void startNewGame (bool bypass);
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void startNewGame (bool bypass) override;
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///< \param bypass Bypass regular game start.
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virtual void clear();
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void clear() override;
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virtual int countSavedGameRecords() const;
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virtual int countSavedGameCells() const;
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int countSavedGameRecords() const override;
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int countSavedGameCells() const override;
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virtual void write (ESM::ESMWriter& writer, Loading::Listener& progress) const;
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void write (ESM::ESMWriter& writer, Loading::Listener& progress) const override;
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virtual void readRecord (ESM::ESMReader& reader, uint32_t type,
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const std::map<int, int>& contentFileMap);
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void readRecord (ESM::ESMReader& reader, uint32_t type,
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const std::map<int, int>& contentFileMap) override;
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virtual CellStore *getExterior (int x, int y);
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CellStore *getExterior (int x, int y) override;
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virtual CellStore *getInterior (const std::string& name);
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CellStore *getInterior (const std::string& name) override;
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virtual CellStore *getCell (const ESM::CellId& id);
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CellStore *getCell (const ESM::CellId& id) override;
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//switch to POV before showing player's death animation
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virtual void useDeathCamera();
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void useDeathCamera() override;
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virtual void setWaterHeight(const float height);
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void setWaterHeight(const float height) override;
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virtual bool toggleWater();
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virtual bool toggleWorld();
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bool toggleWater() override;
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bool toggleWorld() override;
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virtual void adjustSky();
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void adjustSky() override;
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virtual const Fallback::Map *getFallback() const;
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const Fallback::Map *getFallback() const override;
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virtual Player& getPlayer();
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virtual MWWorld::Ptr getPlayerPtr();
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Player& getPlayer() override;
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MWWorld::Ptr getPlayerPtr() override;
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virtual const MWWorld::ESMStore& getStore() const;
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const MWWorld::ESMStore& getStore() const override;
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virtual std::vector<ESM::ESMReader>& getEsmReader();
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std::vector<ESM::ESMReader>& getEsmReader() override;
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virtual LocalScripts& getLocalScripts();
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LocalScripts& getLocalScripts() override;
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virtual bool hasCellChanged() const;
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bool hasCellChanged() const override;
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///< Has the set of active cells changed, since the last frame?
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virtual bool isCellExterior() const;
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bool isCellExterior() const override;
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virtual bool isCellQuasiExterior() const;
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bool isCellQuasiExterior() const override;
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virtual osg::Vec2f getNorthVector (const CellStore* cell);
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osg::Vec2f getNorthVector (const CellStore* cell) override;
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///< get north vector for given interior cell
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virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out);
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void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out) override;
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///< get a list of teleport door markers for a given cell, to be displayed on the local map
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virtual void setGlobalInt (const std::string& name, int value);
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void setGlobalInt (const std::string& name, int value) override;
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///< Set value independently from real type.
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virtual void setGlobalFloat (const std::string& name, float value);
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void setGlobalFloat (const std::string& name, float value) override;
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///< Set value independently from real type.
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virtual int getGlobalInt (const std::string& name) const;
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int getGlobalInt (const std::string& name) const override;
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///< Get value independently from real type.
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virtual float getGlobalFloat (const std::string& name) const;
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float getGlobalFloat (const std::string& name) const override;
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///< Get value independently from real type.
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virtual char getGlobalVariableType (const std::string& name) const;
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char getGlobalVariableType (const std::string& name) const override;
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///< Return ' ', if there is no global variable with this name.
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virtual std::string getCellName (const MWWorld::CellStore *cell = 0) const;
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std::string getCellName (const MWWorld::CellStore *cell = 0) const override;
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///< Return name of the cell.
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///
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/// \note If cell==0, the cell the player is currently in will be used instead to
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/// generate a name.
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virtual void removeRefScript (MWWorld::RefData *ref);
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void removeRefScript (MWWorld::RefData *ref) override;
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//< Remove the script attached to ref from mLocalScripts
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virtual Ptr getPtr (const std::string& name, bool activeOnly);
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Ptr getPtr (const std::string& name, bool activeOnly) override;
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///< Return a pointer to a liveCellRef with the given name.
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/// \param activeOnly do non search inactive cells.
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virtual Ptr searchPtr (const std::string& name, bool activeOnly);
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Ptr searchPtr (const std::string& name, bool activeOnly) override;
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///< Return a pointer to a liveCellRef with the given name.
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/// \param activeOnly do non search inactive cells.
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virtual Ptr searchPtrViaActorId (int actorId);
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Ptr searchPtrViaActorId (int actorId) override;
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///< Search is limited to the active cells.
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virtual MWWorld::Ptr findContainer (const MWWorld::ConstPtr& ptr);
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MWWorld::Ptr findContainer (const MWWorld::ConstPtr& ptr) override;
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///< Return a pointer to a liveCellRef which contains \a ptr.
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/// \note Search is limited to the active cells.
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virtual void adjustPosition (const Ptr& ptr, bool force);
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void adjustPosition (const Ptr& ptr, bool force) override;
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///< Adjust position after load to be on ground. Must be called after model load.
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/// @param force do this even if the ptr is flying
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virtual void fixPosition (const Ptr& actor);
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void fixPosition (const Ptr& actor) override;
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///< Attempt to fix position so that the Ptr is no longer inside collision geometry.
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virtual void enable (const Ptr& ptr);
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void enable (const Ptr& ptr) override;
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virtual void disable (const Ptr& ptr);
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void disable (const Ptr& ptr) override;
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virtual void advanceTime (double hours, bool incremental = false);
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void advanceTime (double hours, bool incremental = false) override;
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///< Advance in-game time.
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virtual void setHour (double hour);
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void setHour (double hour) override;
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///< Set in-game time hour.
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virtual void setMonth (int month);
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void setMonth (int month) override;
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///< Set in-game time month.
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virtual void setDay (int day);
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void setDay (int day) override;
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///< Set in-game time day.
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virtual int getDay() const;
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virtual int getMonth() const;
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virtual int getYear() const;
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int getDay() const override;
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int getMonth() const override;
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int getYear() const override;
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virtual std::string getMonthName (int month = -1) const;
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std::string getMonthName (int month = -1) const override;
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///< Return name of month (-1: current month)
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virtual TimeStamp getTimeStamp() const;
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TimeStamp getTimeStamp() const override;
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///< Return current in-game time stamp.
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virtual bool toggleSky();
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bool toggleSky() override;
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///< \return Resulting mode
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virtual void changeWeather (const std::string& region, const unsigned int id);
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void changeWeather (const std::string& region, const unsigned int id) override;
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virtual int getCurrentWeather() const;
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int getCurrentWeather() const override;
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virtual int getMasserPhase() const;
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int getMasserPhase() const override;
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virtual int getSecundaPhase() const;
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int getSecundaPhase() const override;
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virtual void setMoonColour (bool red);
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void setMoonColour (bool red) override;
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virtual void modRegion(const std::string ®ionid, const std::vector<char> &chances);
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void modRegion(const std::string ®ionid, const std::vector<char> &chances) override;
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virtual float getTimeScaleFactor() const;
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float getTimeScaleFactor() const override;
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virtual void changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true);
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void changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true) override;
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///< Move to interior cell.
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///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
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virtual void changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true);
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void changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true) override;
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///< Move to exterior cell.
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///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
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virtual void changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true);
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void changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true) override;
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///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
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virtual const ESM::Cell *getExterior (const std::string& cellName) const;
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const ESM::Cell *getExterior (const std::string& cellName) const override;
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///< Return a cell matching the given name or a 0-pointer, if there is no such cell.
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virtual void markCellAsUnchanged();
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void markCellAsUnchanged() override;
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virtual MWWorld::Ptr getFacedObject();
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MWWorld::Ptr getFacedObject() override;
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///< Return pointer to the object the player is looking at, if it is within activation range
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virtual float getDistanceToFacedObject();
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float getDistanceToFacedObject() override;
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/// Returns a pointer to the object the provided object would hit (if within the
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/// specified distance), and the point where the hit occurs. This will attempt to
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/// use the "Head" node as a basis.
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virtual std::pair<MWWorld::Ptr,osg::Vec3f> getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector<MWWorld::Ptr> &targets);
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std::pair<MWWorld::Ptr,osg::Vec3f> getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector<MWWorld::Ptr> &targets) override;
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/// @note No-op for items in containers. Use ContainerStore::removeItem instead.
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virtual void deleteObject (const Ptr& ptr);
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void deleteObject (const Ptr& ptr) override;
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virtual void undeleteObject (const Ptr& ptr);
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void undeleteObject (const Ptr& ptr) override;
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virtual MWWorld::Ptr moveObject (const Ptr& ptr, float x, float y, float z);
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MWWorld::Ptr moveObject (const Ptr& ptr, float x, float y, float z) override;
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///< @return an updated Ptr in case the Ptr's cell changes
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virtual MWWorld::Ptr moveObject (const Ptr& ptr, CellStore* newCell, float x, float y, float z, bool movePhysics=true);
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MWWorld::Ptr moveObject (const Ptr& ptr, CellStore* newCell, float x, float y, float z, bool movePhysics=true) override;
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///< @return an updated Ptr
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virtual void scaleObject (const Ptr& ptr, float scale);
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void scaleObject (const Ptr& ptr, float scale) override;
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/// World rotates object, uses radians
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/// @note Rotations via this method use a different rotation order than the initial rotations in the CS. This
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/// could be considered a bug, but is needed for MW compatibility.
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/// \param adjust indicates rotation should be set or adjusted
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virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false);
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void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false) override;
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virtual MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos);
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MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos) override;
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///< Place an object. Makes a copy of the Ptr.
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virtual MWWorld::Ptr safePlaceObject (const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance);
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MWWorld::Ptr safePlaceObject (const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance) override;
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///< Place an object in a safe place next to \a referenceObject. \a direction and \a distance specify the wanted placement
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/// relative to \a referenceObject (but the object may be placed somewhere else if the wanted location is obstructed).
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virtual float getMaxActivationDistance();
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float getMaxActivationDistance() override;
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virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
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const;
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void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
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const override;
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///< Convert cell numbers to position.
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virtual void positionToIndex (float x, float y, int &cellX, int &cellY) const;
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void positionToIndex (float x, float y, int &cellX, int &cellY) const override;
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///< Convert position to cell numbers
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|
virtual void queueMovement(const Ptr &ptr, const osg::Vec3f &velocity);
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|
void queueMovement(const Ptr &ptr, const osg::Vec3f &velocity) override;
|
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|
///< Queues movement for \a ptr (in local space), to be applied in the next call to
|
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|
/// doPhysics.
|
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|
|
@ -408,139 +408,139 @@ namespace MWWorld
|
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|
|
End of tes3mp addition
|
|
|
|
|
*/
|
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|
|
virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2);
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|
bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) override;
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|
///< cast a Ray and return true if there is an object in the ray path.
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virtual bool toggleCollisionMode();
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bool toggleCollisionMode() override;
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|
///< Toggle collision mode for player. If disabled player object should ignore
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|
/// collisions and gravity.
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///< \return Resulting mode
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virtual bool toggleRenderMode (MWRender::RenderMode mode);
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|
bool toggleRenderMode (MWRender::RenderMode mode) override;
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|
///< Toggle a render mode.
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|
///< \return Resulting mode
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virtual const ESM::Potion *createRecord (const ESM::Potion& record);
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const ESM::Potion *createRecord (const ESM::Potion& record) override;
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///< Create a new record (of type potion) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Spell *createRecord (const ESM::Spell& record);
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const ESM::Spell *createRecord (const ESM::Spell& record) override;
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///< Create a new record (of type spell) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Class *createRecord (const ESM::Class& record);
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const ESM::Class *createRecord (const ESM::Class& record) override;
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///< Create a new record (of type class) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Cell *createRecord (const ESM::Cell& record);
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const ESM::Cell *createRecord (const ESM::Cell& record) override;
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///< Create a new record (of type cell) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::NPC *createRecord(const ESM::NPC &record);
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|
const ESM::NPC *createRecord(const ESM::NPC &record) override;
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|
///< Create a new record (of type npc) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Creature *createRecord(const ESM::Creature &record);
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const ESM::Creature *createRecord(const ESM::Creature &record) override;
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|
///< Create a new record (of type creature) in the ESM store.
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|
/// \return pointer to created record
|
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virtual const ESM::Armor *createRecord (const ESM::Armor& record);
|
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|
const ESM::Armor *createRecord (const ESM::Armor& record) override;
|
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|
///< Create a new record (of type armor) in the ESM store.
|
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|
/// \return pointer to created record
|
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virtual const ESM::Weapon *createRecord (const ESM::Weapon& record);
|
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|
|
const ESM::Weapon *createRecord (const ESM::Weapon& record) override;
|
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|
|
///< Create a new record (of type weapon) in the ESM store.
|
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|
|
/// \return pointer to created record
|
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|
|
virtual const ESM::Clothing *createRecord (const ESM::Clothing& record);
|
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|
|
const ESM::Clothing *createRecord (const ESM::Clothing& record) override;
|
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|
///< Create a new record (of type clothing) in the ESM store.
|
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|
|
/// \return pointer to created record
|
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|
|
virtual const ESM::Enchantment *createRecord (const ESM::Enchantment& record);
|
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|
|
const ESM::Enchantment *createRecord (const ESM::Enchantment& record) override;
|
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|
|
///< Create a new record (of type enchantment) in the ESM store.
|
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|
|
/// \return pointer to created record
|
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|
|
virtual const ESM::Book *createRecord (const ESM::Book& record);
|
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|
|
const ESM::Book *createRecord (const ESM::Book& record) override;
|
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|
|
///< Create a new record (of type book) in the ESM store.
|
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|
|
/// \return pointer to created record
|
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|
|
virtual const ESM::CreatureLevList *createOverrideRecord (const ESM::CreatureLevList& record);
|
|
|
|
|
const ESM::CreatureLevList *createOverrideRecord (const ESM::CreatureLevList& record) override;
|
|
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|
|
///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID.
|
|
|
|
|
/// \return pointer to created record
|
|
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|
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|
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|
|
virtual const ESM::ItemLevList *createOverrideRecord (const ESM::ItemLevList& record);
|
|
|
|
|
const ESM::ItemLevList *createOverrideRecord (const ESM::ItemLevList& record) override;
|
|
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|
|
///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID.
|
|
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|
|
/// \return pointer to created record
|
|
|
|
|
|
|
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|
|
virtual void update (float duration, bool paused);
|
|
|
|
|
void update (float duration, bool paused) override;
|
|
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|
|
virtual void updateWindowManager ();
|
|
|
|
|
void updateWindowManager () override;
|
|
|
|
|
|
|
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|
|
virtual MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount);
|
|
|
|
|
MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount) override;
|
|
|
|
|
///< copy and place an object into the gameworld at the specified cursor position
|
|
|
|
|
/// @param object
|
|
|
|
|
/// @param cursor X (relative 0-1)
|
|
|
|
|
/// @param cursor Y (relative 0-1)
|
|
|
|
|
/// @param number of objects to place
|
|
|
|
|
|
|
|
|
|
virtual MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount);
|
|
|
|
|
MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount) override;
|
|
|
|
|
///< copy and place an object into the gameworld at the given actor's position
|
|
|
|
|
/// @param actor giving the dropped object position
|
|
|
|
|
/// @param object
|
|
|
|
|
/// @param number of objects to place
|
|
|
|
|
|
|
|
|
|
virtual bool canPlaceObject(float cursorX, float cursorY);
|
|
|
|
|
bool canPlaceObject(float cursorX, float cursorY) override;
|
|
|
|
|
///< @return true if it is possible to place on object at specified cursor location
|
|
|
|
|
|
|
|
|
|
virtual void processChangedSettings(const Settings::CategorySettingVector& settings);
|
|
|
|
|
void processChangedSettings(const Settings::CategorySettingVector& settings) override;
|
|
|
|
|
|
|
|
|
|
virtual bool isFlying(const MWWorld::Ptr &ptr) const;
|
|
|
|
|
virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const;
|
|
|
|
|
bool isFlying(const MWWorld::Ptr &ptr) const override;
|
|
|
|
|
bool isSlowFalling(const MWWorld::Ptr &ptr) const override;
|
|
|
|
|
///Is the head of the creature underwater?
|
|
|
|
|
virtual bool isSubmerged(const MWWorld::ConstPtr &object) const;
|
|
|
|
|
virtual bool isSwimming(const MWWorld::ConstPtr &object) const;
|
|
|
|
|
virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const;
|
|
|
|
|
virtual bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const;
|
|
|
|
|
virtual bool isWading(const MWWorld::ConstPtr &object) const;
|
|
|
|
|
virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const;
|
|
|
|
|
virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
|
|
|
|
|
bool isSubmerged(const MWWorld::ConstPtr &object) const override;
|
|
|
|
|
bool isSwimming(const MWWorld::ConstPtr &object) const override;
|
|
|
|
|
bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const override;
|
|
|
|
|
bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const override;
|
|
|
|
|
bool isWading(const MWWorld::ConstPtr &object) const override;
|
|
|
|
|
bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const override;
|
|
|
|
|
bool isOnGround(const MWWorld::Ptr &ptr) const override;
|
|
|
|
|
|
|
|
|
|
virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const;
|
|
|
|
|
osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const override;
|
|
|
|
|
|
|
|
|
|
virtual void togglePOV();
|
|
|
|
|
void togglePOV() override;
|
|
|
|
|
|
|
|
|
|
virtual bool isFirstPerson() const;
|
|
|
|
|
bool isFirstPerson() const override;
|
|
|
|
|
|
|
|
|
|
virtual void togglePreviewMode(bool enable);
|
|
|
|
|
void togglePreviewMode(bool enable) override;
|
|
|
|
|
|
|
|
|
|
virtual bool toggleVanityMode(bool enable);
|
|
|
|
|
bool toggleVanityMode(bool enable) override;
|
|
|
|
|
|
|
|
|
|
virtual void allowVanityMode(bool allow);
|
|
|
|
|
void allowVanityMode(bool allow) override;
|
|
|
|
|
|
|
|
|
|
virtual void togglePlayerLooking(bool enable);
|
|
|
|
|
void togglePlayerLooking(bool enable) override;
|
|
|
|
|
|
|
|
|
|
virtual void changeVanityModeScale(float factor);
|
|
|
|
|
void changeVanityModeScale(float factor) override;
|
|
|
|
|
|
|
|
|
|
virtual bool vanityRotateCamera(float * rot);
|
|
|
|
|
virtual void setCameraDistance(float dist, bool adjust = false, bool override = true);
|
|
|
|
|
bool vanityRotateCamera(float * rot) override;
|
|
|
|
|
void setCameraDistance(float dist, bool adjust = false, bool override = true) override;
|
|
|
|
|
|
|
|
|
|
virtual void setupPlayer();
|
|
|
|
|
virtual void renderPlayer();
|
|
|
|
|
void setupPlayer() override;
|
|
|
|
|
void renderPlayer() override;
|
|
|
|
|
|
|
|
|
|
/// open or close a non-teleport door (depending on current state)
|
|
|
|
|
virtual void activateDoor(const MWWorld::Ptr& door);
|
|
|
|
|
void activateDoor(const MWWorld::Ptr& door) override;
|
|
|
|
|
|
|
|
|
|
/// update movement state of a non-teleport door as specified
|
|
|
|
|
/// @param state see MWClass::setDoorState
|
|
|
|
|
/// @note throws an exception when invoked on a teleport door
|
|
|
|
|
virtual void activateDoor(const MWWorld::Ptr& door, int state);
|
|
|
|
|
void activateDoor(const MWWorld::Ptr& door, int state) override;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
Start of tes3mp addition
|
|
|
|
|
|
|
|
|
|
Useful self-contained method for saving door states
|
|
|
|
|
*/
|
|
|
|
|
virtual void saveDoorState(const MWWorld::Ptr& door, int state);
|
|
|
|
|
void saveDoorState(const MWWorld::Ptr& door, int state) override;
|
|
|
|
|
/*
|
|
|
|
|
End of tes3mp addition
|
|
|
|
|
*/
|
|
|
|
@ -550,37 +550,37 @@ namespace MWWorld
|
|
|
|
|
|
|
|
|
|
Make it possible to check whether a cell is active
|
|
|
|
|
*/
|
|
|
|
|
virtual bool isCellActive(MWWorld::CellStore* cell);
|
|
|
|
|
bool isCellActive(MWWorld::CellStore* cell) override;
|
|
|
|
|
/*
|
|
|
|
|
End of tes3mp addition
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
virtual bool getPlayerStandingOn (const MWWorld::ConstPtr& object); ///< @return true if the player is standing on \a object
|
|
|
|
|
virtual bool getActorStandingOn (const MWWorld::ConstPtr& object); ///< @return true if any actor is standing on \a object
|
|
|
|
|
virtual bool getPlayerCollidingWith(const MWWorld::ConstPtr& object); ///< @return true if the player is colliding with \a object
|
|
|
|
|
virtual bool getActorCollidingWith (const MWWorld::ConstPtr& object); ///< @return true if any actor is colliding with \a object
|
|
|
|
|
virtual void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond);
|
|
|
|
|
bool getPlayerStandingOn (const MWWorld::ConstPtr& object) override; ///< @return true if the player is standing on \a object
|
|
|
|
|
bool getActorStandingOn (const MWWorld::ConstPtr& object) override; ///< @return true if any actor is standing on \a object
|
|
|
|
|
bool getPlayerCollidingWith(const MWWorld::ConstPtr& object) override; ///< @return true if the player is colliding with \a object
|
|
|
|
|
bool getActorCollidingWith (const MWWorld::ConstPtr& object) override; ///< @return true if any actor is colliding with \a object
|
|
|
|
|
void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
|
|
|
|
|
///< Apply a health difference to any actors standing on \a object.
|
|
|
|
|
/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
|
|
|
|
|
virtual void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond);
|
|
|
|
|
void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
|
|
|
|
|
///< Apply a health difference to any actors colliding with \a object.
|
|
|
|
|
/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
|
|
|
|
|
|
|
|
|
|
virtual float getWindSpeed();
|
|
|
|
|
float getWindSpeed() override;
|
|
|
|
|
|
|
|
|
|
virtual void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out);
|
|
|
|
|
void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
|
|
|
|
|
///< get all containers in active cells owned by this Npc
|
|
|
|
|
virtual void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out);
|
|
|
|
|
void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
|
|
|
|
|
///< get all items in active cells owned by this Npc
|
|
|
|
|
|
|
|
|
|
virtual bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor);
|
|
|
|
|
bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor) override;
|
|
|
|
|
///< get Line of Sight (morrowind stupid implementation)
|
|
|
|
|
|
|
|
|
|
virtual float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false);
|
|
|
|
|
float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false) override;
|
|
|
|
|
|
|
|
|
|
virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable);
|
|
|
|
|
void enableActorCollision(const MWWorld::Ptr& actor, bool enable) override;
|
|
|
|
|
|
|
|
|
|
virtual int canRest();
|
|
|
|
|
int canRest() override;
|
|
|
|
|
///< check if the player is allowed to rest \n
|
|
|
|
|
/// 0 - yes \n
|
|
|
|
|
/// 1 - only waiting \n
|
|
|
|
@ -588,132 +588,132 @@ namespace MWWorld
|
|
|
|
|
/// 3 - enemies are nearby (not implemented)
|
|
|
|
|
|
|
|
|
|
/// \todo Probably shouldn't be here
|
|
|
|
|
virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr);
|
|
|
|
|
virtual const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const;
|
|
|
|
|
virtual void reattachPlayerCamera();
|
|
|
|
|
MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) override;
|
|
|
|
|
const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const override;
|
|
|
|
|
void reattachPlayerCamera() override;
|
|
|
|
|
|
|
|
|
|
/// \todo this does not belong here
|
|
|
|
|
virtual void screenshot (osg::Image* image, int w, int h);
|
|
|
|
|
void screenshot (osg::Image* image, int w, int h) override;
|
|
|
|
|
|
|
|
|
|
/// Find center of exterior cell above land surface
|
|
|
|
|
/// \return false if exterior with given name not exists, true otherwise
|
|
|
|
|
virtual bool findExteriorPosition(const std::string &name, ESM::Position &pos);
|
|
|
|
|
bool findExteriorPosition(const std::string &name, ESM::Position &pos) override;
|
|
|
|
|
|
|
|
|
|
/// Find position in interior cell near door entrance
|
|
|
|
|
/// \return false if interior with given name not exists, true otherwise
|
|
|
|
|
virtual bool findInteriorPosition(const std::string &name, ESM::Position &pos);
|
|
|
|
|
bool findInteriorPosition(const std::string &name, ESM::Position &pos) override;
|
|
|
|
|
|
|
|
|
|
/// Enables or disables use of teleport spell effects (recall, intervention, etc).
|
|
|
|
|
virtual void enableTeleporting(bool enable);
|
|
|
|
|
void enableTeleporting(bool enable) override;
|
|
|
|
|
|
|
|
|
|
/// Returns true if teleport spell effects are allowed.
|
|
|
|
|
virtual bool isTeleportingEnabled() const;
|
|
|
|
|
bool isTeleportingEnabled() const override;
|
|
|
|
|
|
|
|
|
|
/// Enables or disables use of levitation spell effect.
|
|
|
|
|
virtual void enableLevitation(bool enable);
|
|
|
|
|
void enableLevitation(bool enable) override;
|
|
|
|
|
|
|
|
|
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/// Returns true if levitation spell effect is allowed.
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virtual bool isLevitationEnabled() const;
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bool isLevitationEnabled() const override;
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virtual bool getGodModeState();
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bool getGodModeState() override;
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virtual bool toggleGodMode();
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bool toggleGodMode() override;
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virtual bool toggleScripts();
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virtual bool getScriptsEnabled() const;
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bool toggleScripts() override;
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bool getScriptsEnabled() const override;
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/**
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* @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
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* @param actor
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* @return true if the spell can be casted (i.e. the animation should start)
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*/
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virtual bool startSpellCast (const MWWorld::Ptr& actor);
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bool startSpellCast (const MWWorld::Ptr& actor) override;
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/**
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* @brief Cast the actual spell, should be called mid-animation
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* @param actor
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*/
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virtual void castSpell (const MWWorld::Ptr& actor);
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void castSpell (const MWWorld::Ptr& actor) override;
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virtual void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override;
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virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override;
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void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override;
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virtual const std::vector<std::string>& getContentFiles() const;
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const std::vector<std::string>& getContentFiles() const override;
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virtual void breakInvisibility (const MWWorld::Ptr& actor);
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void breakInvisibility (const MWWorld::Ptr& actor) override;
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// Are we in an exterior or pseudo-exterior cell and it's night?
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virtual bool isDark() const;
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bool isDark() const override;
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virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result);
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bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;
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/// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
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/// @note id must be lower case
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virtual void teleportToClosestMarker (const MWWorld::Ptr& ptr,
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const std::string& id);
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void teleportToClosestMarker (const MWWorld::Ptr& ptr,
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const std::string& id) override;
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/// List all references (filtered by \a type) detected by \a ptr. The range
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/// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
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/// @note This also works for references in containers.
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virtual void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
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DetectionType type);
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void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
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DetectionType type) override;
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/// Update the value of some globals according to the world state, which may be used by dialogue entries.
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/// This should be called when initiating a dialogue.
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virtual void updateDialogueGlobals();
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void updateDialogueGlobals() override;
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/// Moves all stolen items from \a ptr to the closest evidence chest.
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virtual void confiscateStolenItems(const MWWorld::Ptr& ptr);
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void confiscateStolenItems(const MWWorld::Ptr& ptr) override;
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virtual void goToJail ();
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void goToJail () override;
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/// Spawn a random creature from a levelled list next to the player
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virtual void spawnRandomCreature(const std::string& creatureList);
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void spawnRandomCreature(const std::string& creatureList) override;
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/// Spawn a blood effect for \a ptr at \a worldPosition
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virtual void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition);
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void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) override;
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virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos);
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void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) override;
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virtual void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore,
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void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore,
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ESM::RangeType rangeType, const std::string& id, const std::string& sourceName,
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const bool fromProjectile=false);
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const bool fromProjectile=false) override;
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virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor);
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void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override;
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/// @see MWWorld::WeatherManager::isInStorm
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virtual bool isInStorm() const;
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bool isInStorm() const override;
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/// @see MWWorld::WeatherManager::getStormDirection
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virtual osg::Vec3f getStormDirection() const;
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osg::Vec3f getStormDirection() const override;
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/// Resets all actors in the current active cells to their original location within that cell.
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virtual void resetActors();
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void resetActors() override;
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virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const;
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bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const override;
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/// Return a vector aiming the actor's weapon towards a target.
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/// @note The length of the vector is the distance between actor and target.
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virtual osg::Vec3f aimToTarget(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target);
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osg::Vec3f aimToTarget(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
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/// Return the distance between actor's weapon and target's collision box.
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virtual float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target);
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float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
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virtual bool isPlayerInJail() const;
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bool isPlayerInJail() const override;
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/// Return terrain height at \a worldPos position.
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virtual float getTerrainHeightAt(const osg::Vec3f& worldPos) const;
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float getTerrainHeightAt(const osg::Vec3f& worldPos) const override;
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/// Return physical or rendering half extents of the given actor.
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virtual osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const;
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osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const override;
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/// Export scene graph to a file and return the filename.
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/// \param ptr object to export scene graph for (if empty, export entire scene graph)
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virtual std::string exportSceneGraph(const MWWorld::Ptr& ptr);
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std::string exportSceneGraph(const MWWorld::Ptr& ptr) override;
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/// Preload VFX associated with this effect list
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virtual void preloadEffects(const ESM::EffectList* effectList);
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void preloadEffects(const ESM::EffectList* effectList) override;
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};
|
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}
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