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#ifndef GAME_MWWORLD_WORLDIMP_H
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#define GAME_MWWORLD_WORLDIMP_H
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#include "../mwrender/debugging.hpp"
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#include "ptr.hpp"
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#include "scene.hpp"
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#include "esmstore.hpp"
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#include "physicssystem.hpp"
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#include "cells.hpp"
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#include "localscripts.hpp"
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#include "timestamp.hpp"
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#include "fallback.hpp"
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#include "globals.hpp"
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#include "../mwbase/world.hpp"
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#include "contentloader.hpp"
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namespace Ogre
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{
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class Vector3;
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}
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namespace ESM
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{
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struct Position;
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}
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namespace Files
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{
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class Collections;
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}
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namespace Render
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{
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class OgreRenderer;
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}
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namespace MWRender
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{
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class SkyManager;
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class CellRender;
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class Animation;
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}
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struct ContentLoader;
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namespace MWWorld
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{
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class WeatherManager;
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class Player;
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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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{
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MWWorld::Fallback mFallback;
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MWRender::RenderingManager* mRendering;
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MWWorld::WeatherManager* mWeatherManager;
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MWWorld::Scene *mWorldScene;
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MWWorld::Player *mPlayer;
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std::vector<ESM::ESMReader> mEsm;
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MWWorld::ESMStore mStore;
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LocalScripts mLocalScripts;
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MWWorld::Globals mGlobalVariables;
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MWWorld::PhysicsSystem *mPhysics;
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bool mSky;
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Cells mCells;
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OEngine::Physic::PhysicEngine* mPhysEngine;
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bool mGodMode;
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std::vector<std::string> mContentFiles;
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// not implemented
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World (const World&);
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World& operator= (const World&);
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Ptr getPtrViaHandle (const std::string& handle, CellStore& cellStore);
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int mActivationDistanceOverride;
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std::string mFacedHandle;
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float mFacedDistance;
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std::map<MWWorld::Ptr, int> mDoorStates;
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///< only holds doors that are currently moving. 0 means closing, 1 opening
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struct ProjectileState
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{
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// Id of spell or enchantment to apply when it hits
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std::string mId;
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// Actor who casted this projectile
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std::string mActorHandle;
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// Name of item to display as effect source in magic menu (in case we casted an enchantment)
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std::string mSourceName;
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ESM::EffectList mEffects;
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float mSpeed;
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bool mStack;
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};
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std::map<MWWorld::Ptr, ProjectileState> mProjectiles;
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int getDaysPerMonth (int month) const;
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void rotateObjectImp (const Ptr& ptr, Ogre::Vector3 rot, bool adjust);
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bool moveObjectImp (const Ptr& ptr, float x, float y, float z);
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///< @return true if the active cell (cell player is in) changed
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Ptr copyObjectToCell(const Ptr &ptr, CellStore &cell, const ESM::Position &pos);
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void updateWindowManager ();
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void performUpdateSceneQueries ();
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void updateFacedHandle ();
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float getMaxActivationDistance ();
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float getNpcActivationDistance ();
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float getObjectActivationDistance ();
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void removeContainerScripts(const Ptr& reference);
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void addContainerScripts(const Ptr& reference, CellStore* cell);
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void PCDropped (const Ptr& item);
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void processDoors(float duration);
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///< Run physics simulation and modify \a world accordingly.
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void moveProjectiles(float duration);
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void doPhysics(float duration);
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///< Run physics simulation and modify \a world accordingly.
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void ensureNeededRecords();
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/**
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* @brief loadContentFiles - Loads content files (esm,esp,omwgame,omwaddon)
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* @param fileCollections- Container which holds content file names and their paths
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* @param content - Container which holds content file names
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* @param contentLoader -
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*/
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void loadContentFiles(const Files::Collections& fileCollections,
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const std::vector<std::string>& content, ContentLoader& contentLoader);
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int mPlayIntro;
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bool mTeleportEnabled;
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bool mLevitationEnabled;
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/// Called when \a object is moved to an inactive cell
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void objectLeftActiveCell (MWWorld::Ptr object, MWWorld::Ptr movedPtr);
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public:
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World (OEngine::Render::OgreRenderer& renderer,
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const Files::Collections& fileCollections,
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const std::vector<std::string>& contentFiles,
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const boost::filesystem::path& resDir, const boost::filesystem::path& cacheDir,
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ToUTF8::Utf8Encoder* encoder, const std::map<std::string,std::string>& fallbackMap, int mActivationDistanceOverride);
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virtual ~World();
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virtual void startNewGame();
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virtual void clear();
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virtual int countSavedGameRecords() const;
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virtual void write (ESM::ESMWriter& writer) const;
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virtual void readRecord (ESM::ESMReader& reader, int32_t type);
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virtual OEngine::Render::Fader* getFader();
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///< \ŧodo remove this function. Rendering details should not be exposed.
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virtual CellStore *getExterior (int x, int y);
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virtual CellStore *getInterior (const std::string& name);
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virtual void setWaterHeight(const float height);
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virtual void toggleWater();
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virtual void adjustSky();
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virtual void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches);
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virtual const Fallback *getFallback() const;
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virtual Player& getPlayer();
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virtual const MWWorld::ESMStore& getStore() const;
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virtual std::vector<ESM::ESMReader>& getEsmReader();
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virtual LocalScripts& getLocalScripts();
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virtual bool hasCellChanged() const;
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///< Has the player moved to a different cell, since the last frame?
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virtual bool isCellExterior() const;
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virtual bool isCellQuasiExterior() const;
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virtual Ogre::Vector2 getNorthVector (CellStore* cell);
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///< get north vector (OGRE coordinates) for given interior cell
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virtual std::vector<DoorMarker> getDoorMarkers (MWWorld::CellStore* cell);
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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 getInteriorMapPosition (Ogre::Vector2 position, float& nX, float& nY, int &x, int& y);
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///< see MWRender::LocalMap::getInteriorMapPosition
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virtual bool isPositionExplored (float nX, float nY, int x, int y, bool interior);
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///< see MWRender::LocalMap::isPositionExplored
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virtual void setGlobalInt (const std::string& name, int value);
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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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///< Set value independently from real type.
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virtual int getGlobalInt (const std::string& name) const;
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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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///< Get value independently from real type.
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virtual char getGlobalVariableType (const std::string& name) const;
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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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///< 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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//< 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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///< 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 getPtrViaHandle (const std::string& handle);
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///< Return a pointer to a liveCellRef with the given Ogre handle.
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virtual Ptr searchPtrViaHandle (const std::string& handle);
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///< Return a pointer to a liveCellRef with the given Ogre handle or Ptr() if not found
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virtual void adjustPosition (const Ptr& ptr);
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///< Adjust position after load to be on ground. Must be called after model load.
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virtual void enable (const Ptr& ptr);
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virtual void disable (const Ptr& ptr);
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virtual void advanceTime (double hours);
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///< Advance in-game time.
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virtual void setHour (double hour);
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///< Set in-game time hour.
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virtual void setMonth (int month);
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///< Set in-game time month.
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virtual void setDay (int day);
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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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virtual std::string getMonthName (int month = -1) const;
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///< Return name of month (-1: current month)
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virtual TimeStamp getTimeStamp() const;
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///< Return current in-game time stamp.
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virtual bool toggleSky();
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///< \return Resulting mode
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virtual void changeWeather (const std::string& region, unsigned int id);
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virtual int getCurrentWeather() const;
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virtual int getMasserPhase() const;
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virtual int getSecundaPhase() const;
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virtual void setMoonColour (bool red);
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virtual void modRegion(const std::string ®ionid, const std::vector<char> &chances);
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virtual float getTimeScaleFactor() const;
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virtual void changeToInteriorCell (const std::string& cellName,
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const ESM::Position& position);
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///< Move to interior cell.
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virtual void changeToExteriorCell (const ESM::Position& position);
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///< Move to exterior cell.
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virtual const ESM::Cell *getExterior (const std::string& cellName) const;
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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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virtual MWWorld::Ptr getFacedObject();
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///< Return pointer to the object the player is looking at, if it is within activation range
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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,Ogre::Vector3> getHitContact(const MWWorld::Ptr &ptr, float distance);
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virtual void deleteObject (const Ptr& ptr);
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virtual void moveObject (const Ptr& ptr, float x, float y, float z);
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virtual void moveObject (const Ptr& ptr, CellStore &newCell, float x, float y, float z);
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virtual void scaleObject (const Ptr& ptr, float scale);
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/// Rotates object, uses degrees
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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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virtual void localRotateObject (const Ptr& ptr, float x, float y, float z);
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virtual MWWorld::Ptr safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos);
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///< place an object in a "safe" location (ie not in the void, etc). Makes a copy of the Ptr.
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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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///< 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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///< Convert position to cell numbers
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virtual void queueMovement(const Ptr &ptr, const Ogre::Vector3 &velocity);
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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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virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2);
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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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///< 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 (RenderMode mode);
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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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///< 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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///< 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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///< 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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///< 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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///< 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::Armor *createRecord (const ESM::Armor& record);
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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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///< 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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///< 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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///< 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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///< 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 void update (float duration, bool paused);
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virtual bool placeObject (const MWWorld::Ptr& object, float cursorX, float cursorY, int amount);
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///< copy and place an object into the gameworld at the specified cursor position
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/// @param object
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/// @param cursor X (relative 0-1)
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/// @param cursor Y (relative 0-1)
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/// @param number of objects to place
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/// @return true if the object was placed, or false if it was rejected because the position is too far away
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virtual void dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::Ptr& object, int amount);
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///< copy and place an object into the gameworld at the given actor's position
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/// @param actor giving the dropped object position
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/// @param object
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/// @param number of objects to place
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virtual bool canPlaceObject(float cursorX, float cursorY);
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///< @return true if it is possible to place on object at specified cursor location
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virtual void processChangedSettings(const Settings::CategorySettingVector& settings);
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virtual bool isFlying(const MWWorld::Ptr &ptr) const;
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virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const;
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///Is the head of the creature underwater?
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virtual bool isSubmerged(const MWWorld::Ptr &object) const;
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virtual bool isSwimming(const MWWorld::Ptr &object) const;
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virtual bool isUnderwater(const MWWorld::CellStore* cell, const Ogre::Vector3 &pos) const;
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virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
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virtual void togglePOV() {
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mRendering->togglePOV();
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}
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virtual void togglePreviewMode(bool enable) {
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mRendering->togglePreviewMode(enable);
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}
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virtual bool toggleVanityMode(bool enable) {
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return mRendering->toggleVanityMode(enable);
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}
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virtual void allowVanityMode(bool allow) {
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mRendering->allowVanityMode(allow);
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}
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virtual void togglePlayerLooking(bool enable) {
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mRendering->togglePlayerLooking(enable);
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}
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virtual void changeVanityModeScale(float factor) {
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mRendering->changeVanityModeScale(factor);
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}
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virtual bool vanityRotateCamera(float * rot);
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virtual void setCameraDistance(float dist, bool adjust = false, bool override = true);
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virtual void setupPlayer();
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virtual void renderPlayer();
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virtual bool getOpenOrCloseDoor(const MWWorld::Ptr& door);
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///< if activated, should this door be opened or closed?
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virtual void activateDoor(const MWWorld::Ptr& door);
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///< activate (open or close) an non-teleport door
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virtual bool getPlayerStandingOn (const MWWorld::Ptr& object); ///< @return true if the player is standing on \a object
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virtual bool getActorStandingOn (const MWWorld::Ptr& object); ///< @return true if any actor is standing on \a object
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virtual float getWindSpeed();
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virtual void getContainersOwnedBy (const MWWorld::Ptr& npc, std::vector<MWWorld::Ptr>& out);
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///< get all containers in active cells owned by this Npc
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virtual void getItemsOwnedBy (const MWWorld::Ptr& npc, std::vector<MWWorld::Ptr>& out);
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///< get all items in active cells owned by this Npc
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virtual bool getLOS(const MWWorld::Ptr& npc,const MWWorld::Ptr& targetNpc);
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///< get Line of Sight (morrowind stupid implementation)
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virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable);
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virtual void setupExternalRendering (MWRender::ExternalRendering& rendering);
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virtual int canRest();
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///< check if the player is allowed to rest \n
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/// 0 - yes \n
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/// 1 - only waiting \n
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/// 2 - player is underwater \n
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/// 3 - enemies are nearby (not implemented)
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/// \todo Probably shouldn't be here
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virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr);
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/// \todo this does not belong here
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virtual void playVideo(const std::string& name, bool allowSkipping);
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virtual void stopVideo();
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virtual void frameStarted (float dt, bool paused);
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/// Find center of exterior cell above land surface
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/// \return false if exterior with given name not exists, true otherwise
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virtual bool findExteriorPosition(const std::string &name, ESM::Position &pos);
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/// Find position in interior cell near door entrance
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/// \return false if interior with given name not exists, true otherwise
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virtual bool findInteriorPosition(const std::string &name, ESM::Position &pos);
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/// Enables or disables use of teleport spell effects (recall, intervention, etc).
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virtual void enableTeleporting(bool enable);
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/// Returns true if teleport spell effects are allowed.
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virtual bool isTeleportingEnabled() const;
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/// Enables or disables use of levitation spell effect.
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virtual void enableLevitation(bool enable);
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/// Returns true if levitation spell effect is allowed.
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virtual bool isLevitationEnabled() const;
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virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf);
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virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor);
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virtual bool getGodModeState();
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virtual bool toggleGodMode();
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virtual void castSpell (const MWWorld::Ptr& actor);
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virtual void launchProjectile (const std::string& id, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& actor, const std::string& sourceName);
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virtual const std::vector<std::string>& getContentFiles() const;
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};
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}
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#endif
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