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#ifndef GAME_MWBASE_WORLD_H
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#define GAME_MWBASE_WORLD_H
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#include <vector>
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#include <components/settings/settings.hpp>
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#include "../mwworld/globals.hpp"
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#include "../mwworld/ptr.hpp"
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namespace Ogre
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{
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class Vector2;
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class Vector3;
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}
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namespace OEngine
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{
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namespace Render
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{
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class Fader;
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}
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namespace Physic
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{
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class PhysicEngine;
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}
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}
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namespace ESM
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{
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class ESMReader;
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struct Position;
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struct Cell;
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struct Class;
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struct Potion;
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struct Spell;
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struct NPC;
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}
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namespace MWRender
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{
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class Animation;
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}
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namespace MWMechanics
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{
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class Movement;
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}
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namespace MWWorld
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{
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class Fallback;
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class CellStore;
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class Player;
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class LocalScripts;
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class TimeStamp;
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class ESMStore;
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class RefData;
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typedef std::vector<std::pair<MWWorld::Ptr,MWMechanics::Movement> > PtrMovementList;
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}
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namespace MWBase
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{
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/// \brief Interface for the World (implemented in MWWorld)
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class World
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{
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World (const World&);
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///< not implemented
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World& operator= (const World&);
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///< not implemented
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public:
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enum RenderMode
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{
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Render_CollisionDebug,
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Render_Wireframe,
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Render_Pathgrid,
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Render_BoundingBoxes
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};
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struct DoorMarker
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{
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std::string name;
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float x, y; // world position
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};
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World() {}
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virtual ~World() {}
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virtual void startNewGame() = 0;
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virtual OEngine::Render::Fader* getFader() = 0;
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///< \ŧodo remove this function. Rendering details should not be exposed.
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virtual MWWorld::CellStore *getExterior (int x, int y) = 0;
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virtual MWWorld::CellStore *getInterior (const std::string& name) = 0;
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virtual void setWaterHeight(const float height) = 0;
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virtual void toggleWater() = 0;
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virtual void adjustSky() = 0;
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virtual void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches) = 0;
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virtual const MWWorld::Fallback *getFallback () const = 0;
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virtual MWWorld::Player& getPlayer() = 0;
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virtual MWWorld::Ptr getPlayerPtr() = 0;
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virtual const MWWorld::ESMStore& getStore() const = 0;
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virtual std::vector<ESM::ESMReader>& getEsmReader() = 0;
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virtual MWWorld::LocalScripts& getLocalScripts() = 0;
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virtual bool hasCellChanged() const = 0;
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///< Has the player moved to a different cell, since the last frame?
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virtual bool isCellExterior() const = 0;
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virtual bool isCellQuasiExterior() const = 0;
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virtual Ogre::Vector2 getNorthVector (MWWorld::CellStore* cell) = 0;
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///< get north vector (OGRE coordinates) for given interior cell
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virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out) = 0;
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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) = 0;
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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) = 0;
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///< see MWRender::LocalMap::isPositionExplored
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virtual MWWorld::Globals::Data& getGlobalVariable (const std::string& name) = 0;
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virtual MWWorld::Globals::Data getGlobalVariable (const std::string& name) const = 0;
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virtual char getGlobalVariableType (const std::string& name) const = 0;
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///< Return ' ', if there is no global variable with this name.
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virtual std::vector<std::string> getGlobals () const = 0;
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virtual std::string getCurrentCellName() const = 0;
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virtual void removeRefScript (MWWorld::RefData *ref) = 0;
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//< Remove the script attached to ref from mLocalScripts
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virtual MWWorld::Ptr getPtr (const std::string& name, bool activeOnly) = 0;
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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 MWWorld::Ptr getPtrViaHandle (const std::string& handle) = 0;
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///< Return a pointer to a liveCellRef with the given Ogre handle.
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virtual MWWorld::Ptr searchPtrViaHandle (const std::string& handle) = 0;
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///< Return a pointer to a liveCellRef with the given Ogre handle or Ptr() if not found
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/// \todo enable reference in the OGRE scene
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virtual void enable (const MWWorld::Ptr& ptr) = 0;
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/// \todo disable reference in the OGRE scene
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virtual void disable (const MWWorld::Ptr& ptr) = 0;
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virtual void advanceTime (double hours) = 0;
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///< Advance in-game time.
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virtual void setHour (double hour) = 0;
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///< Set in-game time hour.
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virtual void setMonth (int month) = 0;
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///< Set in-game time month.
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virtual void setDay (int day) = 0;
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///< Set in-game time day.
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virtual int getDay() = 0;
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virtual int getMonth() = 0;
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virtual MWWorld::TimeStamp getTimeStamp() const = 0;
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///< Return current in-game time stamp.
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virtual bool toggleSky() = 0;
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///< \return Resulting mode
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virtual void changeWeather(const std::string& region, unsigned int id) = 0;
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virtual int getCurrentWeather() const = 0;
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virtual int getMasserPhase() const = 0;
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virtual int getSecundaPhase() const = 0;
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virtual void setMoonColour (bool red) = 0;
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virtual void modRegion(const std::string ®ionid, const std::vector<char> &chances) = 0;
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virtual float getTimeScaleFactor() const = 0;
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virtual void changeToInteriorCell (const std::string& cellName,
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const ESM::Position& position) = 0;
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///< Move to interior cell.
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virtual void changeToExteriorCell (const ESM::Position& position) = 0;
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///< Move to exterior cell.
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virtual const ESM::Cell *getExterior (const std::string& cellName) const = 0;
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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() = 0;
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virtual MWWorld::Ptr getFacedObject() = 0;
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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) = 0;
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virtual void adjustPosition (const MWWorld::Ptr& ptr) = 0;
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///< Adjust position after load to be on ground. Must be called after model load.
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virtual void deleteObject (const MWWorld::Ptr& ptr) = 0;
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virtual void moveObject (const MWWorld::Ptr& ptr, float x, float y, float z) = 0;
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virtual void
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moveObject(const MWWorld::Ptr &ptr, MWWorld::CellStore &newCell, float x, float y, float z) = 0;
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virtual void scaleObject (const MWWorld::Ptr& ptr, float scale) = 0;
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virtual void rotateObject(const MWWorld::Ptr& ptr,float x,float y,float z, bool adjust = false) = 0;
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virtual void localRotateObject (const MWWorld::Ptr& ptr, float x, float y, float z) = 0;
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virtual MWWorld::Ptr safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos) = 0;
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///< place an object in a "safe" location (ie not in the void, etc).
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virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
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const = 0;
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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 = 0;
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///< Convert position to cell numbers
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virtual void queueMovement(const MWWorld::Ptr &ptr, const Ogre::Vector3 &velocity) = 0;
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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) = 0;
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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() = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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virtual bool placeObject (const MWWorld::Ptr& object, float cursorX, float cursorY, int amount) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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virtual bool isFlying(const MWWorld::Ptr &ptr) const = 0;
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virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const = 0;
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virtual bool isSwimming(const MWWorld::Ptr &object) const = 0;
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///Is the head of the creature underwater?
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virtual bool isSubmerged(const MWWorld::Ptr &object) const = 0;
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virtual bool isUnderwater(const MWWorld::Ptr::CellStore* cell, const Ogre::Vector3 &pos) const = 0;
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virtual bool isOnGround(const MWWorld::Ptr &ptr) const = 0;
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virtual void togglePOV() = 0;
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virtual void togglePreviewMode(bool enable) = 0;
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virtual bool toggleVanityMode(bool enable) = 0;
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virtual void allowVanityMode(bool allow) = 0;
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virtual void togglePlayerLooking(bool enable) = 0;
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virtual void changeVanityModeScale(float factor) = 0;
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virtual bool vanityRotateCamera(float * rot) = 0;
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virtual void setCameraDistance(float dist, bool adjust = false, bool override = true)=0;
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virtual void setupPlayer() = 0;
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virtual void renderPlayer() = 0;
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virtual bool getOpenOrCloseDoor(const MWWorld::Ptr& door) = 0;
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///< if activated, should this door be opened or closed?
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virtual void activateDoor(const MWWorld::Ptr& door) = 0;
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///< activate (open or close) an non-teleport door
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virtual bool getPlayerStandingOn (const MWWorld::Ptr& object) = 0; ///< @return true if the player is standing on \a object
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virtual bool getActorStandingOn (const MWWorld::Ptr& object) = 0; ///< @return true if any actor is standing on \a object
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virtual float getWindSpeed() = 0;
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virtual void getContainersOwnedBy (const MWWorld::Ptr& npc, std::vector<MWWorld::Ptr>& out) = 0;
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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) = 0;
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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) = 0;
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///< get Line of Sight (morrowind stupid implementation)
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virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable) = 0;
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virtual int canRest() = 0;
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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) = 0;
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/// \todo this does not belong here
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virtual void playVideo(const std::string& name, bool allowSkipping) = 0;
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virtual void stopVideo() = 0;
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virtual void frameStarted (float dt, bool paused) = 0;
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/// Find default position inside exterior cell specified by name
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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) = 0;
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/// Find default position inside interior cell specified by name
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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) = 0;
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/// Enables or disables use of teleport spell effects (recall, intervention, etc).
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virtual void enableTeleporting(bool enable) = 0;
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/// Returns true if teleport spell effects are allowed.
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virtual bool isTeleportingEnabled() const = 0;
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/// Enables or disables use of levitation spell effect.
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virtual void enableLevitation(bool enable) = 0;
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/// Returns true if levitation spell effect is allowed.
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virtual bool isLevitationEnabled() const = 0;
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/// Turn actor into werewolf or normal form.
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virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf) = 0;
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/// Sets the NPC's Acrobatics skill to match the fWerewolfAcrobatics GMST.
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/// It only applies to the current form the NPC is in.
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virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor) = 0;
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virtual bool getGodModeState() = 0;
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virtual bool toggleGodMode() = 0;
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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) = 0;
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virtual void castSpell (const MWWorld::Ptr& actor) = 0;
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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) = 0;
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virtual void breakInvisibility (const MWWorld::Ptr& actor) = 0;
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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 = 0;
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virtual bool findInteriorPositionInWorldSpace(MWWorld::CellStore* cell, Ogre::Vector3& result) = 0;
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/// Teleports \a ptr to the reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
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/// closest to \a worldPos.
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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, Ogre::Vector3 worldPos) = 0;
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enum DetectionType
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{
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Detect_Enchantment,
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Detect_Key,
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Detect_Creature
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};
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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) = 0;
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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() = 0;
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};
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}
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#endif
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